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Pathfinder Adventure Card Game: Wrath of the Righteous Adventure Deck 4 – The Midnight Isles thumbnail

Pathfinder Adventure Card Game: Wrath of the Righteous Adventure Deck 4 – The Midnight Isles

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

Pathfinder Adventure Card Game: Wrath of the Righteous – Adventure Deck 4: The Midnight Isles Rulebook

Table of Contents

Table of Contents

  • The Adventure
    • The Midnight Isles
  • Scenarios
    • The Abyss Gazes Also
    • Demondome
    • Nocticula's Attention
    • Landfall on Colyphyr
    • The Nahyndrian Mine
  • Locations
    • Harvester's Pit
    • Locust Shrine
    • Qlippoth Runestone
    • Rapture of Rupture
    • Battlebliss
    • Grinder
    • Harem of Ardent Dreams
  • Henchmen
    • Ash Giant Thug
    • Demoniac of Baphomet
    • Harvester
    • Kestoglyr Mantiel
    • Kralisq
    • Lust Demon
    • Melazmera
    • Minagho
    • Mutasafen
    • Nezirrius
    • Shamira
    • Ursathella
    • Vulture Demon
  • Monsters
    • Blasphemy Demon
    • Deacon of Death
    • Filth Demon
    • Greater Shadow
    • Horned Demon
    • Putrid Ooze
    • Stone Golem
    • Umbral Dragon
    • Urannag
  • Barriers
    • Abyssal Shortcut
    • Gift of Nocticula
    • Gift of Shamira
    • Greed
    • Mythic Glyph
  • Villains
    • Gelderfang
    • Heart of the Fane
    • Hepzamirah
    • The Defiled One
    • Vellexia
  • Weapons
    • Anarchy Hammer
    • Blackaxe
    • Demonbane Longsword +2
    • Heavy Pick +2
    • Scizore +3
    • Stalker's Crossbow
  • Armor
    • Black Dragonhide Breastplate
    • Decemvirate Helm
    • Ebon Thorn
    • Expeditious Chain Mail
  • Spells
    • Cape of Wasps
    • Divine Blaze
    • Dragon's Breath
    • Ghost Wolf
    • Lend Mythic Path
    • Pillar of Life
    • Terraform
  • Items
    • Belt of Charging
    • Boomcrown
    • Climber's Gloves
    • Lyre of Storms
    • Ring of Reflection
    • Skinstitcher's Manual
    • Tome of Physical Might
  • Allies
    • Celestial Unicorn
    • Merchant Lord
    • Pit Gladiator
  • Blessings
    • Blessing of Nocticula
  • Loot
    • Blancher
    • Fasciculus Labyrinthum
    • Firebow
    • Holy Radiance
    • Talisman of True Faith
    • Transmogrify
  • Cohorts
    • Brutalized Flesh Golem
    • The Fulsome Queen
    • Yaniel

The Adventure

The Midnight Isles

Adventure 4

Complete these scenarios in this order:

  1. The Abyss Gazes Also
  2. Demondome
  3. Nocticula's Attention
  4. Landfall on Colyphyr
  5. The Nahyndrian Mine

During this adventure: The servitor demon is the henchman Vulture Demon. After completing The Abyss Gazes Also, all locations have the Abyssal trait.

Reward: Each character gains a card feat.

Scenarios

The Abyss Gazes Also

Scenario 4

Villain: Heart of the Fane

Henchmen: Mutasafen, Ursathella, Ash Giant Thugs

During this scenario: Characters may not start at, move, or be moved to locations that have the Abyssal trait until all locations that do not have the Abyssal trait are closed; when you move to an occupied location that has the Abyssal trait, summon and encounter the henchman Minagho. If you defeat a non-henchman, non-villain monster in a location that does not have the Abyssal trait, shuffle it into a random open location that has the Abyssal trait.

Reward: Each character gains a skill feat. Loot: Talisman of True Faith

Demondome

Scenario 4

Villain: Gelderfang

Henchmen: Random monsters

During this scenario: Using the deck list from Battlebliss, build a number of Battlebliss locations equal to the number of characters. When 1 of these location decks is empty, close that location; all characters there move, then it ceases to exist. Do not flip the Battlebliss card over.

Add the number of markers on this card to your combat check.

Reward: Each character gains a card feat.

Nocticula's Attention

Scenario 4

Villain: Vellexia

Henchmen: Nezirrius, Brimoraks

During this scenario: When you defeat a bane that has the Demon trait, roll 1d6; on a 1, summon and encounter the henchman Shamira.

You win the scenario only when the number of Blessing of Nocticula cards displayed is greater than or equal to the number of characters.

Reward: Each character may redeem a card. Loot: Firebow, Transmogrify, all displayed Blessings of Nocticula

Landfall on Colyphyr

Scenario 4

Villain: The Defiled One

Henchmen: Demoniacs of Baphomet

During this scenario: After you build location decks, shuffle the henchman Kestoglyr Mantiel into the Abyssal River. All characters start at the Abyssal River and cannot move or be moved from it until it is closed.

When you close the location Qlippoth Runestone, draw the cohort The Fulsome Queen from the box.

Reward: Each character gains a power feat.

The Nahyndrian Mine

Scenario 4

Villain: Hepzamirah

Henchmen: Kralisq, Melazmera, Fiendish Minotaurs

During this scenario: After you advance the blessings deck, if the top card of that deck has the Corrupted trait, a random character is dealt 1 Poison damage. When you close a location, summon and encounter the henchman Harvester.

Reward: Loot: Blancher, Fasciculus Labyrinthum

Locations

Harvester's Pit

Location 4

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

At this location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.

When closing: Summon and defeat the henchman Harvester.

When permanently closed: Do not banish any cards left in this location deck.

Locust Shrine

Location 4

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

At this location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.

When closing: Succeed at a Dexterity or Stealth 11 check.

When permanently closed: No effect.

Qlippoth Runestone

Location 4

Deck list: Monster 4, Barrier 3, Weapon 1, Spell 0, Armor 0, Item 1, Ally 0, Blessing 0

At this location: After you explore, succeed at a Wisdom 9 check or be moved to another location.

When closing: Succeed at a Constitution or Fortitude 9 check.

When permanently closed: The difficulty of any check against a villain at any location is decreased by 3.

Rapture of Rupture

Location 4

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

At this location: At the start of your turn, succeed at a Charisma or Diplomacy 8 check or move to a random location.

When closing: Summon and defeat the henchman Shamira.

When permanently closed: No effect.

Battlebliss

Location 4

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

At this location: When you succeed at a check to defeat a monster that has the Demon trait by 12 or more, you may attempt to close your location; if you fail such a check, discard your hand.

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

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

Grinder

Location 4

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

At this location: Begin the scenario with this side up. If you acquire a boon, flip this card.

When closing: Summon and defeat the henchman Ash Giant Thug.

When permanently closed: All characters at this location move to another location; then banish the Grinder.

Harem of Ardent Dreams

Location 4

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

At this location: If you play an ally that does not have the Animal trait during an encounter, end your turn after the encounter.

When closing: Summon and defeat the henchman Lust Demon.

When permanently closed: On closing, end your turn.

Henchmen

Ash Giant Thug

Henchman 4 · Giant, Barbarian · Type: Monster

Check to defeat: Combat 27 or Arcane or Divine 18

Powers: The Ash Giant Thug is immune to the Poison trait. Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.

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

Demoniac of Baphomet

Henchman 4 · Pitborn, Demon, Cleric · Type: Monster

Check to defeat: Combat 25

Powers: Before you act, attempt a Charisma or Diplomacy 12 check. If you fail, when you would be dealt an amount of damage by the Demoniac, discard that number of cards from the blessings deck instead; that damage may not be reduced.

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

Harvester

Henchman 4 · Outsider · Type: Monster

Check to defeat: Combat 27

Powers: The Harvester is immune to the Poison trait. If the check to defeat has the Electricity trait, add 1d8.

Damage dealt by the Harvester is dealt to each character at your location.

Before you act, each character at another location must succeed at a Strength 12 check or move to your location.

Kestoglyr Mantiel

Henchman 4 · Undead, Paladin · Type: Monster

Check to defeat: Combat 20

Powers: Kestoglyr Mantiel is immune to the Mental and Poison traits. If the check to defeat has the Corrupted trait, add 1d8.

Before you act, Kestoglyr Mantiel deals 1d4+1 Cold damage to each character at your location that has the Divine skill.

During the encounter, characters may not play blessings that do not have the Corrupted trait.

Kralisq

Henchman 4 · Outsider, Demon · Type: Monster

Check to defeat: Combat 24, then Combat 24

Powers: Kralisq is immune to the Electricity and Poison traits.

Before you act, each other character at your location must summon and encounter the henchman Lust Demon. For each demon that is not defeated, the difficulty of checks to defeat Kralisq is increased by 4.

If defeated, you may bury a non-Basic card to immediately attempt to close the location this henchman came from.

Lust Demon

Henchman 4 · Outsider, Demon · Type: Monster

Check to defeat: Combat 20

Powers: The Lust Demon is immune to the Electricity, Fire, and Poison traits.

Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.

If undefeated, the Lust Demon deals no damage; instead, bury an ally, or if you have no allies, bury your hand.

Melazmera

Henchman 4 · Dragon, Mythic · Type: Monster

Check to defeat: Combat 28, then Combat 32

Powers: Melazmera is immune to the Cold trait. During this encounter, you cannot succeed at checks to recharge spells.

Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 10 check. Characters who succeed expend 1 mythic charge; characters who fail expend 1d4 charges.

If defeated, you may shuffle Melazmera into a random other open location to immediately attempt to close your location.

Minagho

Henchman 4 · Outsider, Demon, Rogue, Veteran · Type: Monster

Check to defeat: Combat 20

Powers: Minagho is immune to the Electricity and Poison traits. The difficulty of the check to defeat Minagho is increased by twice the adventure deck number of a random ally from the box.

If defeated by no more than 6, you may succeed at a Divine or Knowledge 12 check to draw the cohort Yaniel from the box.

Mutasafen

Henchman 4 · Outsider, Demon, Alchemist, Mythic · Type: Monster

Check to defeat: Combat 28 or Charisma, Diplomacy, or Craft 14

Powers: Mutasafen is immune to the Electricity, Poison, and Fire traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.

If undefeated, each character at your location expends a mythic charge; any character that cannot is dealt 1d4+1 Poison damage.

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

Nezirrius

Henchman 4 · Outsider, Fey, Assassin · Type: Monster

Check to defeat: Combat 30

Powers: Nezirrius cannot be evaded. Other characters may not play boons on the check to defeat Nezirrius.

Before you act, Nezirrius deals 1d4+1 Ranged damage to a random character.

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

Shamira

Henchman 4 · Outsider, Demon, Fire, Mythic · Type: Monster

Check to defeat: Combat 40 or Charisma or Diplomacy 16

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

If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend any number of mythic charges to reduce the number of cards by 1 for each charge expended.

Ursathella

Henchman 4 · Lamia, Knight · Type: Monster

Check to defeat: Combat 25, then Combat 25

Powers: Before you act, each other character must succeed at a Wisdom 9 check or bury 1 card and move to your location.

If undefeated, each character at your location is dealt 2 Poison damage; bury those cards instead of discarding them.

If defeated, you may discard a card from the blessings deck to immediately attempt to close the location this henchman came from.

Vulture Demon

Henchman 4 · Outsider, Demon, Servitor · Type: Monster

Check to defeat: Combat 19

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

Before you act, succeed at a Constitution or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter.

If undefeated, each character at your location is dealt 1d4+1 Electricity damage.

Monsters

Blasphemy Demon

Monster 4 · Outsider, Demon

Check to defeat: Combat 21 or Wisdom 13

Powers: The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.

If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.

If you played a boon to examine this card, bury the boon.

Deacon of Death

Monster 4 · Outsider

Check to defeat: Combat 30

Powers: The Deacon of Death is immune to the Acid and Poison traits.

Before you act, if any locations are closed, you may bury a card to evade the Deacon of Death, summon and build the location Middle of Nowhere, and move there.

If any characters are dead, the difficulty to defeat is increased by 10.

Filth Demon

Monster 4 · Demon, Curse

Check to defeat: Combat 22

Powers: The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.

Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.

If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check to banish the Filth Demon; otherwise, bury the top card of your deck.

Greater Shadow

Monster 4 · Undead, Incorporeal

Check to defeat: Combat 22

Powers: The Greater Shadow is immune to the Mental and Poison traits.

If the check to defeat has the Basic or Elite trait, the Greater Shadow is undefeated.

When you are dealt damage by the Greater Shadow, you must first choose blessings to discard as your damage, if you have any.

Horned Demon

Monster 4 · Outsider, Demon

Check to defeat: Combat 26

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

Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.

Putrid Ooze

Monster 4 · Ooze, Aquatic

Check to defeat: Combat 22 or Dexterity 16

Powers: The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.

Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.

Stone Golem

Monster 4 · Construct, Golem

Check to defeat: Combat 19

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

If undefeated, each character at your location is dealt 1d4-1 Combat damage and does not reset her hand.

Umbral Dragon

Monster 4 · Dragon, Mythic

Check to defeat: Combat 24, then Combat 24

Powers: The Umbral Dragon is immune to the Cold trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.

Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 11 check or bury her role card.

If undefeated, banish the Umbral Dragon; a random character summons and encounters the Umbral Dragon.

Urannag

Monster 4 · Construct, Obstacle, Lock

Check to defeat: Combat 30 or Disable 17

Powers: You may not play spells that have the Attack trait. Cards that affect barriers affect this card.

If undefeated, leave this monster faceup on its location deck. Characters at this location encounter this card as their first exploration each turn. When this location has no other cards, banish this card.

Barriers

Abyssal Shortcut

Barrier 4 · Temptation, Abyssal

Check to defeat: None

Powers: Display this barrier next to a location; the barrier is defeated.

While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.

Gift of Nocticula

Barrier 4 · Temptation, Deity, Demon

Check to defeat: None

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

While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.

Gift of Shamira

Barrier 4 · Temptation, Demon

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, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

Greed

Barrier 4 · Temptation

Check to defeat: None

Powers: Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.

After you act, banish this barrier.

Mythic Glyph

Barrier 4 · Trap, Magic, Arcane, Mythic

Check to defeat: Arcane or Divine 17 or Intelligence, Knowledge, or Stealth 14

Powers: Before you act, each other character at your location must summon and encounter the Mythic Glyph.

If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half of your hand size, rounded down.

After you act, banish this barrier.

Villains

Gelderfang

Villain 4 · Outsider, Demon, Fighter · Type: Monster

Check to defeat: Combat 27 or Acrobatics or Diplomacy 13

Powers: The first time Gelderfang would be encountered, summon and build the location Rapture of Rupture, then shuffle Gelderfang into that location.

Before you act, each character at your location must succeed at a Combat 25 check or be dealt 1d4+1 Combat damage.

If undefeated, recharge all spells that have the Attack trait and weapons in your hand.

Heart of the Fane

Villain 4 · Obstacle, Demon, Abyssal · Type: Barrier

Check to defeat: Arcane or Divine 20

Powers: Before you act, each character must summon and encounter this adventure's servitor demon. If all characters defeat the demon, you may defeat Heart of the Fane by choosing a character to banish a non-Basic card that has the Divine trait; that character is dealt 1d6 Electricity damage.

If undefeated, and if the location Grinder is open, the villain does not escape; instead, shuffle this card into the Grinder's location deck, and all characters there are moved to a random other location.

Hepzamirah

Villain 4 · Outsider, Giant, Cleric, Mythic · Type: Monster

Check to defeat: Combat 34, then Combat 30

Powers: Damage dealt by Hepzamirah is dealt to each character at your location. During the encounter, any character at another location who plays a card or uses a power is dealt 1d4+1 Combat damage.

After the first check to defeat Hepzamirah, the character who attempted that check discards the top 1d4+1 cards of her deck.

If undefeated, each character at your location is moved to a random other location.

The Defiled One

Villain 4 · Outsider, Undead, Angel, Mythic · Type: Monster

Check to defeat: Combat 28, then Combat 28

Powers: The Defiled One may not be evaded and is immune to the Acid, Mental, and Poison traits.

If your check against The Defiled One has the Divine or Melee trait, each character at your location is dealt 1 Fire damage.

The first time each turn The Defiled One is undefeated, a random character summons and encounters The Defiled One; after that encounter, the villain is undefeated.

Vellexia

Villain 4 · Outsider, Demon, Aristocrat, Wizard · Type: Barrier

Check to defeat: Charisma or Diplomacy 16

Powers: Vellexia is immune to the Electricity and Poison traits. Before you act, if there are any other open locations, Vellexia is undefeated; otherwise, any number of other characters at your location may also summon and encounter her.

If undefeated, Vellexia deals you 1d20 Mental damage that may not be reduced.

If Vellexia would be defeated, she is evaded instead; display the loot Blessing of Nocticula from the box next to the scenario.

Weapons

Anarchy Hammer

Weapon 4 · Hammer, Melee, Bludgeoning, Magic, Corrupted, Mythic

Check to acquire: Strength or Melee 16

Powers: If this card has the Corrupted trait, the difficulty of checks using this weapon against a bane that has the Demon trait is increased by 5.

For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally expend a mythic charge to add another 2d6 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4.

Blackaxe

Weapon 4 · Axe, Melee, Slashing, 2-Handed, Magic, Corrupted, Veteran

Check to acquire: Strength or Melee 12

Powers: For your combat check, recharge this card to use your Strength or Melee skill + 1d12 plus the scenario's adventure deck number. If proficient with weapons, you may additionally discard this card to add your Strength die and the Acid trait. If the bane has the Plant or Vermin trait, add an additional 1d12. If this card has the Corrupted trait, after the encounter, roll 1d8; on a 1, banish this card, then summon and encounter the henchman Fiendish Tree.

Demonbane Longsword +2

Weapon 4 · Sword, Melee, Slashing, Magic

Check to acquire: Strength or Melee 12

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. Add another 1d8 if the bane has the Demon trait. If not proficient with weapons, the difficulty of this check is increased by 4.

Heavy Pick +2

Weapon 4 · Pick, Melee, Piercing, Magic

Check to acquire: Strength or Melee 13

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 1d6. If any d6 rolled on this check is a 6, count it as 7.

Scizore +3

Weapon 4 · Scizore, Shield, Melee, Piercing, Magic

Check to acquire: Strength or Melee 12

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and you are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.

Stalker's Crossbow

Weapon 4 · Bow, Ranged, Piercing, Magic, Corrupted

Check to acquire: Dexterity or Ranged 11

Powers: If this card has the Corrupted trait, discard the top card of your deck or you may not play this card.

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+4. If you fail this check, you may discard this card to reroll the dice, adding another 1d8; take the new result.

If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location.

Armor

Black Dragonhide Breastplate

Armor 4 · Heavy Armor, Magic

Check to acquire: Constitution or Fortitude 9

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

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.

Decemvirate Helm

Armor 4 · Heavy Armor, Magic

Check to acquire: Constitution or Fortitude 11

Powers: Recharge this card to ignore a non-villain monster's power that happens before you act.

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.

Ebon Thorn

Armor 4 · Heavy Armor, Magic

Check to acquire: Constitution or Fortitude 12

Powers: Reveal this card to add 2 and the Piercing trait to your Melee combat or Diplomacy check.

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 proficient with heavy armors, bury it instead.

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

Expeditious Chain Mail

Armor 4 · Light Armor, Magic

Check to acquire: Constitution, Fortitude, or Acrobatics 9

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

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

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

Spells

Cape of Wasps

Spell 4 · Magic, Arcane, Divine

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

Powers: Display this card. While displayed, reduce Combat damage dealt to you by 1d4; add 1d6 and the Poison trait to combat checks by characters at your location. At the end of your turn, you may move. Then if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

Divine Blaze

Spell 4 · Magic, Divine, Attack, Fire

Check to acquire: Wisdom or Divine 12

Powers: For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.

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

Dragon's Breath

Spell 4 · Magic, Arcane, Attack

Check to acquire: Intelligence or Arcane 11

Powers: For your combat check, you may discard this card to use your Arcane skill + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 check to recharge this card instead of discarding it.

Ghost Wolf

Spell 4 · Magic, Arcane

Check to acquire: Intelligence or Arcane 12

Powers: Display this card next to any character card. While displayed, that character may recharge a card at the end of her turn to move; you may discard this card to add 1d8 to any combat check at that character's location.

When you would discard this card for its power, if you do not have the Arcane skill, banish it instead; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.

Lend Mythic Path

Spell 4 · Magic, Arcane, Divine, Mythic

Check to acquire: Intelligence or Arcane 12, or Wisdom or Divine 14

Powers: Discard this card to allow a character at your location to use a power on your mythic path card.

Discard this card and expend a mythic charge to use a power on another character's mythic path card.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 14 or Divine 16 check to recharge this card instead of discarding it.

Pillar of Life

Spell 4 · Magic, Divine, Healing

Check to acquire: Wisdom or Divine 12

Powers: Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn.

At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Terraform

Spell 4 · Magic, Arcane, Divine, Mythic

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

Powers: When a character attempts to temporarily close a location, you may discard this card; that character automatically succeeds.

When a character attempts to permanently close a location, you may discard this card and expend a mythic charge; that character automatically succeeds.

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 15 check to recharge this card instead of discarding it.

Items

Belt of Charging

Item 4 · Accessory, Magic

Check to acquire: Strength or Melee 11

Powers: If this is your first combat check of the turn, reveal this card to add 1d8 to your Strength or Melee check. After playing this card, if proficient with light armors, you may recharge this card and draw a card.

Boomcrown

Item 4 · Accessory, Magic, Attack, Veteran

Check to acquire: Charisma or Divine 13

Powers: For your combat check, bury this card to roll a number of d8s equal to the scenario's adventure deck number and add the scenario's adventure deck number. If the check is to defeat a bane that has the Undead trait, roll d12s instead.

After playing this card, succeed at a Divine 15 check to recharge this card instead of burying it.

Climber's Gloves

Item 4 · Accessory, Magic

Check to acquire: Wisdom or Survival 12, or Constitution or Fortitude 10

Powers: Recharge this card to automatically succeed at a check to move, or to ignore an effect that would move you.

After you shuffle a location deck, reveal this card to examine its top card.

Lyre of Storms

Item 4 · Instrument, Magic, Mythic

Check to acquire: Charisma or Divine 12

Powers: Recharge this card to add 1d4 and the Electricity trait to any combat check by a character at your location; ignore a bane's immunity to the Electricity trait for that check.

Discard this card at the end of a turn and expend a mythic charge to allow any number of other characters to move.

Ring of Reflection

Item 4 · Accessory, Magic

Check to acquire: Constitution or Fortitude 12

Powers: When a monster deals an amount of damage to you before you act, recharge this card to reduce that damage to 0, and add that amount to your checks against the monster.

Skinstitcher's Manual

Item 4 · Book, Magic, Corrupted, Mythic

Check to acquire: Arcane, Craft, Divine, or Knowledge 12

Powers: Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.

After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card instead of burying it.

Tome of Physical Might

Item 4 · Book, Magic

Check to acquire: Strength, Dexterity, or Constitution 13

Powers: Remove this card from the game to gain a Strength, Dexterity, or Constitution 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

Celestial Unicorn

Ally 4 · Animal, Mount, Mythic

Check to acquire: Wisdom or Survival 13, or Charisma or Diplomacy 12

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

Bury this card to shuffle a number of random cards equal to your number of mythic charges from your discard pile into your deck.

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

Merchant Lord

Ally 4 · Human, Aristocrat

Check to acquire: Charisma or Diplomacy 9

Powers: Discard this card to give any number of cards to another character.

Discard this card to explore your location.

Pit Gladiator

Ally 4 · Human, Warrior

Check to acquire: Strength or Melee 12, then Charisma or Diplomacy 12

Powers: Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.

Discard this card to draw all the weapons from your discard pile, then explore your location.

Blessings

Blessing of Nocticula

Loot 4 · Divine, Nocticula, Corrupted, Veteran · Type: Blessing

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

Discard this card to add 2 dice plus the scenario's adventure deck number to your check; if the top card of the blessings discard pile does not have the Corrupted trait, remove this card from the game instead of discarding it.

When this card would be banished, remove it from the game instead.

Loot

Blancher

Loot 4 · Pick, Melee, Piercing, 2-Handed, Magic · Type: Weapon

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 2d6+4; you may additionally discard this card to add another 2d6. If any d6 rolled on this check is a 6, count it as 7. If a monster has an effect that increases the difficulty of this check, ignore that an effect.

Fasciculus Labyrinthum

Loot 4 · Book, Magic, Corrupted · Type: Item

Powers: Reveal this card to add 2d4 to your check against a bane that has the Minotaur trait.

Discard this card to ignore any effect that would move you to a random location.

After playing this card, if it does not have the Corrupted trait, succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.

Firebow

Loot 4 · Bow, Ranged, Piercing, 2-Handed, Fire, Magic, Mythic · Type: Weapon

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 4; you may additionally recharge this card to add another 2d6. You may expend a mythic charge to ignore a bane's immunity to the Fire trait on the check. If not proficient with weapons, the difficulty of the check is increased by 4.

If proficient with weapons, you may discard this card to add 1d6+2 and the Fire trait to a combat check by a character at another location.

Holy Radiance

Loot 4 · Sword, Melee, Magic, Veteran, Mythic · Type: Weapon

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8 plus your number of mythic charges; you may additionally recharge this card to add another 1d6 and the scenario's adventure deck number. If the bane has the Demon or Outsider trait, add an additional 1d10. If you have the Paladin trait, add an additional 1d10. If not proficient with weapons, the difficulty of this check is increased by 4.

Talisman of True Faith

Loot 4 · Accessory, Magic, Divine · Type: Item

Powers: Recharge this card to ignore the Abyssal trait on a location until the end of the turn.

You may reveal a blessing to add its traits to this card until the end of the turn.

You may treat this card as if it has the same powers as the top card of the blessings discard pile.

Transmogrify

Loot 4 · Magic, Arcane, Divine, Attack · Type: Spell

Powers: When a character at your location encounters a monster, display this card next to that monster. While displayed, the difficulty of checks to defeat that monster is decreased by your Arcane or Divine skill + 1d6. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 16 check. If you succeed, recharge this card; if you fail, discard it.

Cohorts

Brutalized Flesh Golem

Cohort 4 · Construct, Golem, Mythic

Powers: Recharge this card to reduce damage other than Combat damage dealt to a character at your location to 0.

Discard this card to explore your location. During this exploration, banish any boon you encounter and add 1d6 plus your number of mythic charges to your combat checks.

At the end of your turn, if you have mythic charges, banish this card.

The Fulsome Queen

Cohort 4 · Demon, Ooze, Aristocrat, Oracle, Aquatic

Powers: At the start of your turn, reveal this card and examine the top 3 cards of your location deck. Banish any non-villain, non-henchmen banes that have the Demon trait, then recharge this card. If there are no such cards to banish, give this card to a random other character; you are dealt 1d4 Poison damage.

Yaniel

Cohort 4 · Human, Paladin

Powers: Recharge this card and reveal a weapon that has the Sword trait to add 1d6+4 to a combat check by a character at your location. If the revealed weapon is Radiance, remove it from the game and replace it with the loot Holy Radiance.

Bury this card to explore your location. During this exploration, add 1d6+4 to your combat checks.