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Pathfinder Adventure Card Game: Wrath of the Righteous Adventure Deck 3 – Demon's Heresy thumbnail

Pathfinder Adventure Card Game: Wrath of the Righteous Adventure Deck 3 – Demon's Heresy

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

Pathfinder Adventure Card Game: Wrath of the Righteous – Adventure Deck 3: Demon's Heresy Rulebook

Table of Contents

Table of Contents

  • The Adventure
    • Demon's Heresy
  • Scenarios
    • Crusader's Legacy
    • The Demon's Redoubt
    • The Fallen Fane
    • The Ivory Sanctum
    • Wintersun
  • Locations
    • Cathedral of Chaos
    • Eagle Rock
    • Tower of the Fourth Sphere
    • Wintersun Hall
    • Woundwyrm's Lair
  • Henchmen
    • Alrys Harnaste
    • Barbarian Horde
    • Beverach
    • Grimslake
    • Ivory Templar
    • Scorizscar
    • Shadow Demon
  • Monsters
    • Demon Eater
    • Dominion Scientist
    • Drake Rider
    • Drocha Swarm
    • Locust Demon
    • Lost Soul
    • Mist Horror
    • Toad Demon
    • Warmonger Wasp
    • Will-o'-Wisp
    • Spite Demon
  • Barriers
    • Compelling Offer
    • Symbol of Insanity
    • Temptation of Favor
    • Temptation of Sorcery
    • Glimmer of Hope
  • Villains
    • Jaruunicka
    • Marhevok Wintersun
    • Skulgrym
    • Xanthir Vang
    • Zanedra and Svennarobeth
  • Weapons
    • Rod of the Viper
    • Sawtooth Sabre +2
    • Shocking Lance +1
    • Skirmishing Spear
    • Spirit Blade
  • Armor
    • Bejeweled Helm
    • Celestial Armor
    • Spiked Plate
    • Sniper's Studded Leather
  • Spells
    • Create Spiked Pit
    • Fire Shield
    • Hellmouth Lash
    • Ice Strike
    • Refuge
    • Restore Mythic Power
    • Steal Soul
  • Items
    • Fortune's Arrow
    • Pauper's Thighbone
    • Pure Holy Water
    • Spellbottle
    • Swarmlord's Jar
    • Talisman of Good
    • Tome of Mental Prowess
  • Allies
    • Druid of the Leaf
    • Jesker Helton
    • Pegasus
    • Redeemer Blacksmith
    • Thylacine
    • Unfettered Imp
  • Blessings
    • Blessing of the Starsong
  • Loot
    • Black Robe
    • Fiendsplitter
    • Spherewalker Staff
    • Starbow
    • Swallowtail Bracers
  • Cohorts
    • Grillixbee
    • Jerribeth
    • Arueshalae's Gift
  • Characters
    • Arueshalae

The Adventure

Demon's Heresy

Adventure 3

Complete these scenarios in any order:

  • Crusader's Legacy
  • The Demon's Redoubt
  • The Fallen Fane
  • Wintersun

After completing all those scenarios, complete: The Ivory Sanctum

During this adventure: The servitor demon is the henchman Shadow Demon.

Reward: Each character chooses a role card and gains a power feat.

Scenarios

Crusader's Legacy

Scenario 3

Villain: Skulgrym

Henchmen: Alrys Harnaste, Wights

During this scenario: When you would banish a Wight henchman from a location deck, display it next to this scenario instead. When you encounter an ally, if a Wight is displayed, banish the ally and summon and encounter a Wight instead.

When you defeat Alrys Harnaste, shuffle him into a random open location deck.

Reward: Each character gains a card feat. One character may redeem a card.

The Demon's Redoubt

Scenario 3

Villain: Jaruunicka

Henchmen: Deraknis

During this scenario: After you build location decks, put a Grimslake henchman on top of each one.

After closing 2 locations, summon and build the location Tower of the Fourth Sphere.

Reward: Loot: Spherewalker Staff, Starbow, Swallowtail Bracers.

The Fallen Fane

Scenario 3

Villain: Zanedra and Svennarobeth

Henchmen: Ivory Templars

During this scenario: When you encounter a henchman or villain in a location that has the Abyssal trait, succeed at an Intelligence or Knowledge 9 check or evade your encounter and move to a random location that does not have the Abyssal trait.

Reward: Each character gains a skill feat. One character may redeem a card.

The Ivory Sanctum

Scenario 3

Villain: Xanthir Vang

Henchmen: Ivory Templars

During this scenario: When the first location is closed, summon the cohorts Grillixbee and Jerribeth. Add 1 to a character's hand and display the other next to the scenario.

Reward: Loot: Black Robe, Fiendsplitter.

Wintersun

Scenario 3

Villain: Marhevok Wintersun

Henchmen: Barbarian Horde

During this scenario: When you defeat a henchman by 7 or more, and you immediately attempt to close its location, add 1d8 to your check to defeat or acquire a card summoned when closing.

Reward: Each character gains a power feat.

Locations

Cathedral of Chaos

Location 3

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

At this location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.

When closing: Banish a weapon.

When permanently closed: On closing, draw a random blessing that has the Corrupted trait from the box.

Eagle Rock

Location 3

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

At this location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.

When closing: Summon and defeat this adventure's servitor demon.

When permanently closed: No effect.

Tower of the Fourth Sphere

Location 3

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

At this location: When you encounter a non-villain monster that has the Demon trait, banish it.

When closing: Succeed at an Intelligence or Wisdom 7 check.

When permanently closed: If you win the scenario, a player may begin playing the character Arueshalae, who chooses a mythic path card and gains the same number of each type of feat that another character has gained.

Wintersun Hall

Location 3

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

At this location: Bury a boon to add 1d8 to your Strength or Melee check.

When closing: Summon and defeat the henchman Beverach.

When permanently closed: On closing, draw a random non-Basic weapon from the box.

Woundwyrm's Lair

Location 3

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

At this location: When you acquire a boon, summon and encounter the henchman Scorizscar; you may banish 2 cards to evade her.

When closing: Summon and defeat the henchman Scorizscar.

When permanently closed: Before you reset your hand, summon and encounter a random item from the box, then summon and encounter the henchman Scorizscar.

Henchmen

Alrys Harnaste

Henchman 3 · Undead, Incorporeal, Soldier

Check to defeat: Combat 22

Powers: Alrys Harnaste is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, Alrys Harnaste is undefeated.

If defeated, you may immediately attempt to close the location this henchman came from; if you do, display this card next to your deck. While displayed, the difficulty of your checks is increased by 2. At the start of your turn, 1 character at your location may succeed at a Divine 9 check to banish this card.

Barbarian Horde

Henchman 3 · Human, Barbarian · Type: Barrier

Check to defeat: Combat 20 or Melee, Charisma or Diplomacy 14

Powers: Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.

If undefeated, you are dealt 1d4+1 Ranged Combat damage.

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

Beverach

Henchman 3 · Dragon

Check to defeat: Combat 18

Powers: Beverach is immune to the Cold trait. If your check to defeat has the Fire trait, add 1d8.

Before you act, each character at your location must succeed at a Dexterity or Acrobatics 10 check or be dealt 1d4-1 Cold damage and cannot move this turn.

Grimslake

Henchman 3 · Aberration · Type: Monster

Check to defeat: Combat 22 or Survival 12

Powers: Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.

If undefeated, bury the top card of your deck.

Ivory Templar

Henchman 3 · Human, Paladin · Type: Monster

Check to defeat: Combat 20

Powers: If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.

If undefeated, before taking damage, recharge your hand and reset it.

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

Scorizscar

Henchman 3 · Dragon · Type: Monster

Check to defeat: Combat 21

Powers: Scorizscar is immune to the Acid, Mental, and Poison traits. If your check has the Fire trait, add 1d8.

Before you act, each character at your location must attempt a Dexterity or Acrobatics 9 check. Characters who succeed are dealt 2 Acid damage; characters who fail are dealt 1d4+1 Acid damage.

Shadow Demon

Henchman 3 · Outsider, Demon, Incorporeal, Servitor · Type: Monster

Check to defeat: Combat 20

Powers: The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.

Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

Monsters

Demon Eater

Monster 3 · Outsider

Check to defeat: Combat 21

Powers: Armors may not be played during this encounter.

If undefeated, bury 1d4+1 random cards from your discard pile.

Dominion Scientist

Monster 3 · Aberration, Sorcerer

Check to defeat: Combat 21 or Knowledge 15

Powers: Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1.

Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.

Drake Rider

Monster 3 · Outsider, Demon, Fighter and Dragon

Check to defeat: (Dragon) Combat 21, then (Rider) Combat 23

Powers: The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged trait, add 5 to your checks to defeat it.

If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.

Drocha Swarm

Monster 3 · Undead, Swarm, Incorporeal

Check to defeat: Combat 20 or Wisdom, Divine 17

Powers: The Drocha Swarm is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.

If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.

Locust Demon

Monster 3 · Outsider, Demon, Vermin

Check to defeat: Combat 23

Powers: The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.

Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.

If undefeated, discard the top card of your deck.

Lost Soul

Monster 3 · Undead

Check to defeat: Combat 19

Powers: The Lost Soul is immune to the Electricity, Mental, and Poison traits.

If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.

Mist Horror

Monster 3 · Outsider, Elemental, Incorporeal

Check to defeat: Combat 20

Powers: The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.

If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.

After you act, shuffle this card into a random open location, then move to a random location.

Toad Demon

Monster 3 · Outsider, Demon

Check to defeat: Combat 28

Powers: The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.

Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

Warmonger Wasp

Monster 3 · Construct, Vermin

Check to defeat: Combat 19

Powers: You may not play spells that have the Attack trait.

Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.

While you act, all damage dealt by the Warmonger Wasp is Poison damage.

Will-o'-Wisp

Monster 3 · Aberration

Check to defeat: Combat 16 or Wisdom 14

Powers: All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.

Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.

Spite Demon

Monster 3 · Outsider, Demon

Check to defeat: Combat 22

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

Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.

Barriers

Compelling Offer

Barrier 3 · Temptation

Check to defeat: None

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

When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

Symbol of Insanity

Barrier 3 · Trap, Magic

Check to defeat: Wisdom or Divine 14

Powers: If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

Temptation of Favor

Barrier 3 · Temptation

Check to defeat: None

Powers: Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.

After you act, banish this barrier.

Temptation of Sorcery

Barrier 3 · Temptation

Check to defeat: None

Powers: Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.

After you act, banish this barrier.

Glimmer of Hope

Barrier 3 · Temptation

Check to defeat: None

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

While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

Villains

Jaruunicka

Villain 3 · Hag, Cleric · Type: Monster

Check to defeat: Combat 28

Powers: Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.

When you are dealt damage by Jaruunicka, first choose blessings to discard as your damage, if you have any. Then draw as many cards as you discarded and recharge that number of cards.

Marhevok Wintersun

Villain 3 · Human, Demon, Barbarian · Type: Monster

Check to defeat: Combat 23

Powers: Before you act, summon and encounter the henchman Beverach.

If your check to defeat has the Attack or Ranged trait, the difficulty to defeat Marhevok is increased by 3.

If undefeated, Marhevok deals 1d4 Combat damage to each other character at your location.

Skulgrym

Villain 3 · Outsider, Demon · Type: Monster

Check to defeat: Combat 20, then Combat 22

Powers: Skulgrym is immune to the Electricity and Poison traits. If you are the only character at your location, the difficulty of checks to defeat Skulgrym is increased by 4.

Before you act, succeed at a Constitution or Fortitude 9 check or bury a card. Increase the damage dealt by Skulgrym by your number of buried cards.

Xanthir Vang

Villain 3 · Human, Vermin, Conjurer, Mythic · Type: Monster

Check to defeat: Combat 26, then Combat 30

Powers: Xanthir Vang cannot be evaded, and is immune to the Poison trait. When you encounter Xanthir Vang, if there are more than 15 cards in the blessings deck, he immediately escapes as if undefeated.

All damage dealt by Xanthir Vang is Poison damage. The difficulty of your checks to defeat the villain is increased by twice your number of mythic charges.

Zanedra and Svennarobeth

Villain 3 · Human, Summoner, Outsider, Eidolon · Type: Monster

Check to defeat: (Svennarobeth) Combat 20, then (Zanedra) Combat 26

Powers: Before you act, a random character at your location must summon and defeat a random monster from the box; otherwise, after the encounter, the villain is undefeated.

The difficulty of your checks to defeat Svennarobeth that have the Attack trait is increased by 3.

If undefeated, end your turn.

Weapons

Rod of the Viper

Weapon 3 · Mace, Melee, Bludgeoning, Magic, Corrupted, Elite

Check to acquire: Strength or Melee 11

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.

Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.

Sawtooth Sabre +2

Weapon 3 · Sword, Melee, Slashing, Finesse, Magic, Veteran

Check to acquire: Strength or Melee 11

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.

If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.

Shocking Lance +1

Weapon 3 · Polearm, Melee, Piercing, 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 + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. 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 if this is your first combat check of the turn, add another 1d8+1.

Skirmishing Spear

Weapon 3 · Spear, Ranged, Piercing, Magic, Mythic, Veteran

Check to acquire: Dexterity or Ranged 15

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.

If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

Spirit Blade

Weapon 3 · Knife, Ranged, Piercing, Magic

Check to acquire: Dexterity or Ranged 9

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.

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

Armor

Bejeweled Helm

Armor 3 · Heavy Armor, Magic

Check to acquire: Constitution or Fortitude 10

Powers: Recharge this card to add 1d6 and the Fire trait to your combat check.

Recharge this card to reduce Combat or Fire 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.

Celestial Armor

Armor 3 · Light Armor, Magic

Check to acquire: Constitution or Fortitude 10

Powers: At the end of your turn, bury this card to move.

Reveal 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.

Spiked Plate

Armor 3 · Heavy Armor, Magic

Check to acquire: Constitution or Fortitude 8

Powers: Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.

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

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

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

Sniper's Studded Leather

Armor 3 · Light Armor, Magic, Elite

Check to acquire: Constitution, Fortitude or Stealth 8

Powers: Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.

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

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

Spells

Create Spiked Pit

Spell 3 · Magic, Arcane, Trap, Elite

Check to acquire: Intelligence or Arcane 8

Powers: For your combat check, discard this card to use your Arcane skill + 2d6.

Discard this card to evade a monster you encounter whose highest difficulty to defeat is 20 or lower; you may bury this card to put the evaded monster on the bottom of its location deck.

After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding or burying it.

Fire Shield

Spell 3 · Magic, Arcane

Check to acquire: Intelligence or Arcane 10

Powers: Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.

At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.

Hellmouth Lash

Spell 3 · Magic, Arcane, Attack

Check to acquire: Intelligence or Arcane 10

Powers: For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.

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

Ice Strike

Spell 3 · Magic, Arcane, Divine, Attack, Cold

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

Powers: For your combat check, discard this card to use your Arcane or Divine skill + 3d6.

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

Refuge

Spell 3 · Magic, Arcane, Divine

Check to acquire: Intelligence or Arcane 13, or Wisdom or Divine 9

Powers: Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.

Restore Mythic Power

Spell 3 · Magic, Arcane, Divine, Mythic

Check to acquire: Intelligence, Arcane, Wisdom or Divine 11

Powers: Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.

Steal Soul

Spell 3 · Magic, Arcane, Divine, Attack

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

Powers: When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed.

At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

Items

Fortune's Arrow

Item 3 · Arrow, Piercing, Ranged, Magic, Mythic

Check to acquire: Dexterity or Ranged 12

Powers: If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

Pauper's Thighbone

Item 3 · Item, Mythic

Check to acquire: Banish an item

Powers: Recharge this card and reveal a blessing to add your number of mythic charges to your Arcane or Divine check; then, if the revealed blessing had the Corrupted trait, expend a charge.

Discard this card to draw a random blessing from your discard pile.

Pure Holy Water

Item 3 · Liquid, Magic, Divine

Check to acquire: Craft, Wisdom or Divine 12

Powers: Discard this card to evade a bane you encounter that has the Outsider or Undead trait.

Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

Spellbottle

Item 3 · Object, Magic, Arcane, Divine

Check to acquire: Arcane or Divine 10

Powers: Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand.

When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

Swarmlord's Jar

Item 3 · Object, Magic

Check to acquire: Arcane, Divine or Craft 9

Powers: Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1.

When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6.

Talisman of Good

Item 3 · Accessory, Magic, Divine, Mythic

Check to acquire: Divine 11

Powers: Before you attempt a Divine check against a monster, bury this card to get a mythic charge.

After playing this card, you may succeed at a Divine 16 check to recharge it instead of burying it.

Tome of Mental Prowess

Item 3 · Book, Magic

Check to acquire: Intelligence, Wisdom or Charisma 13

Powers: Remove this card from the game to gain an Intelligence, Wisdom, or Charisma skill feat.

After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.

Allies

Druid of the Leaf

Ally 3 · Human, Druid, Veteran

Check to acquire: Perception 7 or Charisma or Diplomacy 9

Powers: Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.

Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.

Jesker Helton

Ally 3 · Human, Cleric

Check to acquire: None

Powers: To acquire this card, summon and defeat this adventure's servitor demon.

Recharge this card to add 1d4 to your Divine or Ranged check.

Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

Pegasus

Ally 3 · Animal, Mount

Check to acquire: Wisdom or Survival 11

Powers: At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.

Discard this card to explore your location, or to move to another location and explore it.

Redeemer Blacksmith

Ally 3 · Human, Hireling

Check to acquire: Intelligence or Craft 8, then Charisma or Diplomacy 9

Powers: Display this card to ignore the Corrupted trait on a card until the end of your turn, then recharge this card.

Discard this card to explore your location.

Thylacine

Ally 3 · Animal

Check to acquire: Wisdom or Survival 10

Powers: Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.

Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.

Unfettered Imp

Ally 3 · Outsider, Devil, Temptation

Check to acquire: Intelligence, Charisma or Arcane 7

Powers: During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand and immediately play it.

Reveal this card and discard a card that has the Corrupted trait to explore your location.

Blessings

Blessing of the Starsong

Blessing 3 · Divine, Desna

Check to acquire: Charisma 7 or Divine 9

Powers: Discard this card to add 1 die to a check.

During any character's check, bury this card to allow that character to reroll the dice; use the new result.

Discard this card to explore your location.

If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Loot

Black Robe

Loot 3 · Accessory, Magic, Corrupted · Type: Item

Powers: Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.

Discard this card to put a spell from your discard pile on top of your deck.

After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.

Fiendsplitter

Loot 3 · Axe, Melee, Slashing, 2-Handed, Magic, Torag · Type: Weapon

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d12+1; you may additionally discard this card to add your Strength die. You may recharge a card that has the Torag trait to add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

You may discard this card to examine the top card of your location deck; if it does not have the Demon trait, shuffle your location deck.

Spherewalker Staff

Loot 3 · Staff, Magic, Desna · Type: Item

Owner: Arueshalae

Powers: During your move step, reveal this card and discard a card that has the Desna trait or a spell to allow any number of characters at your location to move; ignore movement restrictions.

Reveal this card and recharge a card that has the Desna trait or a spell to ignore a location's trait until the end of the turn.

Starbow

Loot 3 · Bow, Ranged, Piercing, 2-Handed, Magic, Desna · Type: Weapon

Owner: Arueshalae

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally discard this card to add another 1d8 and ignore the bane's immunities for your check. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

If you are proficient with weapons, you may discard this card to add 1d4 plus the number of cards that have the Desna trait in your hand to any combat check at another location.

Swallowtail Bracers

Loot 3 · Accessory, Magic, Desna · Type: Item

Owner: Arueshalae

Powers: Reveal this card to add 1 to your non-combat check.

When a character at your location plays a boon that has the Desna trait on a check, recharge this card to add 1 die to that check.

Cohorts

Grillixbee

Cohort 3 · Demon

Powers: Recharge this card to explore your location. Add 1d8 to your checks to acquire during this exploration; if you succeed at such a check, put this card on top of a random character's deck.

While displayed, after the end of any character's turn, if the top card of the blessings discard pile does not have the Corrupted trait, that character discards a card.

Jerribeth

Cohort 3 · Demon, Mythic

Powers: Recharge this card to explore your location. Add 1d8 to your checks to defeat during this exploration; if you succeed at such a check, put this card on top of a random character's deck.

While displayed, after the end of any character's turn, if the top card of the blessings discard pile has the Corrupted trait, that character buries a random card from his discard pile.

Arueshalae's Gift

Cohort 3 · Demon · Owner: Arueshalae

Powers: Display this card next to another character's deck and put a marker on 1 of the traits below. When you add this card to your hand, remove any markers on it.

The traits on the card are Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma.

Characters

Arueshalae

Female, Outsider, Succubus, Spy

The card face prints only the name and these traits; it has no powers or stat table.