RulesPal
Chat
Rulebook
Pathfinder Adventure Card Game: Wrath of the Righteous Adventure Deck 6 – City of Locusts thumbnail

Pathfinder Adventure Card Game: Wrath of the Righteous Adventure Deck 6 – City of Locusts

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

Pathfinder Adventure Card Game: Wrath of the Righteous Adventure Deck 6 – City of Locusts Rulebook

Table of Contents

Table of Contents

  • The Adventure
    • City of Locusts
  • Scenarios
    • Onslaught on Drezen
    • The Pleasure Center
    • Death of the Storm King
    • Threshold of the End
    • Closing the Worldwound
    • Justifiable Deicide
  • Locations
    • Gate of the Worldwound
    • The Rasping Rifts
    • Threshold
    • Soul Foundry
    • Yearning House
  • Henchmen
    • Abyssal Army
    • Devastator
    • Diurgez Broodlord
    • Favored of Deskari
    • Flayed Man
    • Gimcrack
    • Lord Stillborn
    • Ophidian Demon
    • Pleaser
    • Rasper Dragon Riders
    • Ravener Terendelev
    • Sister Perversion
  • Monsters
    • Apocalypse Demon
    • Apocalypse Locust
    • Black Flame Vrolikai
    • Boar Demon
    • Elder Fire Demon
    • Fiendish Black Dragon
    • Fly Demon
    • Immortal Ichor
    • Insane Bythos
    • Worldwound Grub
  • Barriers
    • Death by Pleasure
    • Flensing Walls
    • Rasping Rift Portal
    • Unstable Accelerant
    • Verminous Symbols
  • Villains
    • Aponavicius
    • Areelu Vorlesh
    • Deskari
    • Heart of the Worldwound
    • Khorramzadeh Reborn
    • Mistress Anemora
  • Items
    • Amulet of the Planes
    • Bountiful Bottle
    • Iron Flask
    • Staff of the Hierophant
    • Thorncrown of Iomedae
  • Blessings
    • Blessing of the Inheritor
  • Allies
    • Chevalier
    • Dire Griffon
    • Eliandra
    • Nocticula
  • Loot
    • Deskari's Tooth
    • Mournful Razor
    • Noriznigath
    • Robe of the Rifts
  • Weapons
    • Dragonbreath Bow
    • Force Sling +3
    • Infinite Rod
    • Mace of Smiting
    • Master's Lash
    • Sunsword
    • Vorpal Blade
  • Spells
    • Form of the Dragon
    • Meteor Swarm
    • Miracle
    • Sign of Wrath
    • Time Stop
    • Winds of Vengeance
  • Armor
    • Horns of Naraga
    • Immolation Cloak
    • Mantle of Faith
    • Tarnhelm
  • Cohorts
    • Lexicon of Paradox
    • Nahyndrian Chisel
    • The Suture

The Adventure

City of Locusts

Adventure 6

Complete these scenarios in this order:

  1. Onslaught on Drezen
  2. The Pleasure Center
  3. Death of the Storm King
  4. Threshold of the End
  5. Closing the Worldwound

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

Reward: After you complete Closing the Worldwound, each character gains a card feat, a power feat, and a skill feat. Then—if you dare—you may attempt the scenario Justifiable Deicide.

Scenarios

Onslaught on Drezen

Scenario 6

Villain: None

Henchmen: Abyssal Armies

During this scenario: At the start of the scenario, gain a medal on the troop Champions of Mendev. When you close any location, shuffle its remaining banes into the location Sanctum, summoning and building it, if necessary. When you build the location Sanctum, shuffle the villain Aponavicius into that location deck.

Reward: Gain a medal on the troop Champions of Mendev. Each character gains a power feat.

The Pleasure Center

Scenario 6

Villain: Mistress Anemora

Henchmen: Sister Perversion, Pleasers

During this scenario: Before you attempt a combat check, roll your Charisma die; the difficulty of your check is increased by the result.

After you build location decks, shuffle any henchmen from this scenario that remain in the box into the Pleasure Center.

Reward: Draw the troop Champions of Mendev from the box and gain a medal on it. Each character gains a skill feat.

Death of the Storm King

Scenario 6

Villain: None

Henchmen: The Cohort The Suture, Flayed Man, Lord Stillborn, Abyssal Armies

During this scenario: After you put the cohort The Suture in your hand, draw the villain Khorramzadeh from the box and put him on top of your location deck, then explore your location. You win the scenario only when you defeat and corner Khorramzadeh.

When you would summon a servitor demon, summon and encounter the henchman Ravener Terendelev instead.

Reward: Gain a medal on the troop Champions of Mendev. Each character gains a power feat. Loot: Noriznigath

Threshold of the End

Scenario 6

Villain: Khorramzadeh Reborn

Henchmen: Diurgez Broodlord, Rasper Dragon Riders

During this scenario: When you would discard an ally, bury that ally instead.

When Khorramzadeh Reborn is defeated, put a marker on this scenario. When you encounter Khorramzadeh Reborn, before you act, you are dealt Acid damage equal to twice the number of markers on this card.

Reward: Gain a medal on the troop Champions of Mendev. Each character gains a number of power feats equal to the number of markers on this scenario.

Closing the Worldwound

Scenario 6

Villain: Areelu Vorlesh

Henchmen: Favored of Deskari, Gimcrack, Blackfire Adepts

During this scenario: All locations have the Abyssal trait. Treat the scenario's adventure deck number as 10.

After you defeat and corner Areelu Vorlesh, banish her and shuffle the villain Heart of the Worldwound into the Gate of the Worldwound. You win the scenario only when you defeat Heart of the Worldwound.

Reward: Loot: Deskari's Tooth, Mournful Razor, Robe of the Rifts. Draw any boons you want from the box when you rebuild your deck.

Justifiable Deicide

Scenario 6

Villain: Deskari

Henchmen: Random henchmen that have an adventure deck number of 5 or higher

During this scenario: When you build The Rasping Rifts, shuffle a number of henchmen equal to 6 times the number of characters into its location deck, then place the villain on the bottom of that deck.

All henchmen have the Mythic trait. If you expend a mythic charge to activate a power on the troop Champions of Mendev, get a mythic charge.

Reward: Characters that died during the Adventure Path are no longer dead. The party may redeem 1d6 cards.

Locations

Gate of the Worldwound

Location 6 · Abyssal

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

Begin the scenario with this side up. At this location: When you encounter a bane that has the Demon trait, recharge a card and flip this card.

When closing: This side of this location is always open. Expend 1d4 mythic charges to flip this card.

When permanently closed: This location is never permanently closed.

The Rasping Rifts

Location 6 · Abyssal

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

At this location: Henchmen gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.

When closing: This location may not be closed until it is empty; then it closes automatically.

When permanently closed: No effect.

Threshold

Location 6 · Abyssal

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

At this location: If you fail a check, shuffle a random card from your hand into this location deck.

When closing: Each character at your location is dealt 1d4+1 Acid damage.

When permanently closed: No effect.

Soul Foundry

Location 6 · Abyssal

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

At this location: If you would recharge a card, discard it instead.

When closing: Summon and defeat the henchman Ravener Terendelev.

When permanently closed: On closing, you may banish an ally to draw a random non-Basic, non-Elite weapon, armor, or item from the box.

Yearning House

Location 6 · Abyssal

Deck list: Monster 9, Barrier 2, Weapon 1, Spell 2, Armor 1, Item 1, Ally 3, Blessing 1

At this location: When you encounter a non-villain monster that has the Demon trait, you may banish an ally to defeat it. When you defeat a henchman, do not attempt to close this location.

When closing: Succeed at a Charisma or Diplomacy 20 check.

When permanently closed: No effect.

Henchmen

Abyssal Army

Henchman 6 · Army, Skirmish, Demon, Undead, Mythic · Type: Barrier

Check to defeat: Combat / Combat 40 OR Arcane / Knowledge / Divine / Acrobatics 23 (the card prints the Combat label twice; transcribed as printed)

Powers: The Abyssal Army is immune to the Electricity, Mental, and Poison traits. Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.

If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.

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

Devastator

Henchman 6 · Construct, Mythic · Type: Monster

Check to defeat: Combat 40

Powers: The Devastator may not be evaded and is immune to the Acid, Cold, Electricity, Fire, Mental, and Poison traits.

While you act, characters may not expend mythic charges, and damage dealt by the Devastator is dealt to each character at your location. Armors may not be buried or banished to reduce this damage.

Diurgez Broodlord

Henchman 6 · Outsider, Demon, Aristocrat, Rogue, Mythic · Type: Monster

Check to defeat: Combat 36

Powers: Diurgez Broodlord cannot be evaded and is immune to the Electricity, Fire, and Poison traits. All damage dealt by Diurgez Broodlord is Poison damage.

If undefeated, expend 1d4+2 mythic tokens; if you die, uncheck 1 skill feat or 1 card feat.

If defeated, each character at your location rolls 1d20; if a character rolls a number less than or equal to her hand size, she discards her hand. Then, you may immediately attempt to close the location this henchman came from.

Favored of Deskari

Henchman 6 · Outsider, Vermin, Demon, Barbarian, Mythic · Type: Monster

Check to defeat: Combat 35

Powers: The Favored of Deskari is immune to the Electricity and Poison traits. If your check to defeat has the Attack trait, expend a mythic charge.

If you succeed at the check to defeat, reroll the dice; take the new result.

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

Flayed Man

Henchman 6 · Outsider, Demon, Dwarf, Ranger, Mythic · Type: Monster

Check to defeat: Combat 32

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

Before you act, the Flayed Man deals 1d6 Combat damage to any character that has the Dwarf trait, then deals an amount of Combat damage to each character at this location equal to that character's number of mythic charges.

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

Gimcrack

Henchman 6 · Outsider, Demon, Assassin, Mythic · Type: Monster

Check to defeat: Combat 30 OR Stealth 20

Powers: Gimcrack is immune to the Electricity and Poison traits. If evaded, expend a mythic charge. If you succeed at a Wisdom or Perception 15 check, add 5 to your checks to defeat.

If undefeated, for each card you discard as damage, also discard the top card of your deck.

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

Lord Stillborn

Henchman 6 · Undead, Assassin, Mythic · Type: Monster

Check to defeat: Combat 32

Powers: Lord Stillborn is immune to the Mental and Poison traits.

If undefeated, for each card you discard as damage, also discard the top card of your deck.

If defeated, you may immediately attempt to close the location this henchman came from; if you do, display Lord Stillborn next to your deck. At the start of your turn, summon and encounter Lord Stillborn, then banish him.

Ophidian Demon

Henchman 6 · Outsider, Demon, Servitor · Type: Monster

Check to defeat: Combat 30

Powers: The Ophidian Demon may not be evaded and is immune to the Electricity and Poison traits. If the check has the Force or Slashing trait, or if you succeed at an Intelligence or Knowledge 14 check, add 5 to your checks to defeat.

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

Pleaser

Henchman 6 · Outsider, Demon, Mythic · Type: Monster

Check to defeat: Combat 29 OR Wisdom / Diplomacy 17

Powers: The Pleaser is immune to the Electricity, Fire, and Poison traits. Banish any allies played during this encounter; you may expend a mythic charge to ignore this for any ally.

If undefeated, the Pleaser deals no damage; instead, bury an ally, or if you have no allies, banish a random boon.

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

Rasper Dragon Riders

Henchman 6 · Army, Dragon, Demon, Pitborn, Cleric · Type: Barrier

Check to defeat: Combat / Combat 40 OR Arcane / Perception / Survival / Ranged 20 (the card prints the Combat label twice; transcribed as printed)

Powers: Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.

Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.

If undefeated, each character at your location is moved to a random other location. If defeated, you may immediately attempt to close the location this henchman came from.

Ravener Terendelev

Henchman 6 · Undead, Dragon, Mythic · Type: Monster

Check to defeat: Combat 30, then Combat 35

Powers: Ravener Terendelev is immune to the Acid, Cold, Mental, and Poison traits. If your check has the Divine or Fire trait, add 1d12.

Before you act, each character at your location must expend a mythic charge then attempt a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Cold damage; characters who fail are dealt 1d4 Cold damage.

While you act, characters at other locations cannot play cards or use powers.

Sister Perversion

Henchman 6 · Outsider, Demon, Mythic · Type: Monster

Check to defeat: Combat 33

Powers: Sister Perversion is immune to the Electricity and Poison traits.

Before you act, a random character at your location summons and encounters this adventure's servitor demon, then each character at your location must succeed at a Wisdom or Knowledge 12 check or expend 2 mythic charges.

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

Monsters

Apocalypse Demon

Monster 6 · Outsider, Demon, Mythic

Check to defeat: Combat 27, then Combat 30

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

Before you act, if your location has the Abyssal trait, each other character at that location must succeed at a Wisdom 13 check or summon and build the location Middle of Nowhere and move there.

If you evade the Apocalypse Demon, put it on top of its location deck and end your turn.

Apocalypse Locust

Monster 6 · Outsider, Vermin, Mythic

Check to defeat: Combat 24 OR Wisdom / Divine 18

Powers: The Apocalypse Locust is immune to the Electricity and Poison traits. All damage dealt by the Apocalypse Locust is Poison damage. You may not ignore the Corrupted trait on cards during this encounter.

Before you act, each other character at your location summons and encounters an Apocalypse Locust.

A tortured human soul was fused into this form... so it could torture others.

Black Flame Vrolikai

Monster 6 · Outsider, Demon, Mythic

Check to defeat: Combat 25

Powers: The Black Flame Vrolikai may not be evaded and is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.

Before the encounter, roll 1d4; on a 1, bury your role card.

If undefeated, bury your role card.

Boar Demon

Monster 6 · Outsider, Demon

Check to defeat: Combat 28

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

Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter. Choose another character at your location; that character summons and encounters this adventure's servitor demon.

Elder Fire Demon

Monster 6 · Outsider, Demon, Aristocrat, Mythic

Check to defeat: Combat 33

Powers: The Elder Fire Demon is immune to the Electricity, Fire, and Poison traits. All damage dealt by the Fire Demon is Fire damage. If you succeed at an Intelligence or Knowledge 18 check, add 10 to your check to defeat it.

If undefeated, expend 1d4 mythic charges.

If defeated, each character at your location rolls 1d20; if a character rolls a number less than or equal to her hand size, she discards her hand.

Fiendish Black Dragon

Monster 6 · Dragon, Mythic

Check to defeat: Combat 29

Powers: The Fiendish Black Dragon is immune to the Acid trait. If the check to defeat has the Cold or Fire trait, the difficulty is increased by 5.

Before you act, each character at your location attempts a Dexterity or Acrobatics 13 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.

If undefeated, each character at a random occupied location attempts a Dexterity or Acrobatics 13 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.

Fly Demon

Monster 6 · Outsider, Demon

Check to defeat: Combat 25

Powers: The Fly Demon is immune to the Acid, Electricity, and Poison traits.

If defeated, each character at your location is dealt 1d4+1 Acid damage.

If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.

Immortal Ichor

Monster 6 · Ooze, Mythic

Check to defeat: Combat 27

Powers: The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.

While you act, a random other character at your location may not play cards or use powers during the encounter.

This intelligent mass of blood coagulated from the corpse of an evil entity.

Insane Bythos

Monster 6 · Outsider

Check to defeat: Combat 26

Powers: The Insane Bythos is immune to the Cold and Poison traits.

Before you act, shuffle all characters' role cards and deal 1 to each character, who places it checked side up over the Powers section of her character card and uses checked powers from the new role card instead of her normal powers. If defeated, or at the end of the scenario, return the role cards to their owners.

If undefeated, advance the blessings deck.

Worldwound Grub

Monster 6 · Demon, Vermin, Mythic

Check to defeat: Combat 28, then Combat 32

Powers: The Worldwound Grub may not be evaded. It is immune to the Electricity and Poison traits.

If undefeated, display this card next to your deck; while displayed, you encounter this card as your first exploration each turn.

After you act, each character at your location is dealt 2d4 Force damage.

Barriers

Death by Pleasure

Barrier 6 · Obstacle, Magic, Mental

Check to defeat: Charisma / Diplomacy / Disable 15

Powers: Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.

If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.

Flensing Walls

Barrier 6 · Obstacle, Magic

Check to defeat: Arcane / Divine 20 OR Disable 17

Powers: Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.

If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.

Rasping Rift Portal

Barrier 6 · Obstacle, Magic, Arcane

Check to defeat: Intelligence / Arcane / Knowledge / Divine 18

Powers: If undefeated, you are dealt 1d6+1 Force damage, then 1d6+1 Mental damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn.

After you act, move to a random other location.

Unstable Accelerant

Barrier 6 · Trap, Alchemical

Check to defeat: None

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

While displayed, when a character at that location plays a boon, each other character who can play a boon of the same type does so. When a character at that location rolls a die, treat odd rolls as 1 and even rolls as the highest number on that die.

When that location deck has no cards remaining, banish this barrier.

Verminous Symbols

Barrier 6 · Trap, Magic, Arcane

Check to defeat: Constitution / Fortitude / Wisdom 17 OR Disable 15

Powers: If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.

If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.

Villains

Aponavicius

Villain 6 · Outsider, Demon, Soldier, Mythic · Type: Monster

Check to defeat: Combat 32, then Combat 35

Powers: Aponavicius cannot be evaded and is immune to the Electricity and Poison traits.

Before you act, succeed at a Knowledge or Perception 16 check or you are dealt 1d6 Combat damage; for each card you discard as damage, also discard the top card of the blessings deck.

After you act, each character at this and a random other occupied location is dealt 2d4+1 Combat damage.

Areelu Vorlesh

Villain 6 · Outsider, Demon, Witch, Mythic · Type: Monster

Check to defeat: Combat 45, then Combat 50

Powers: Areelu Vorlesh may not be evaded and is immune to the Electricity and Poison traits. If you succeed at a Divine or Knowledge 16 check, add 10 to your checks against her.

Before you act, a random other character summons and encounters the henchman Devastator.

If undefeated, a random character at your location summons and builds the location Middle of Nowhere and moves to it.

Deskari

Villain 6 · Deity, Outsider, Demon, Vermin, Aristocrat, Mythic · Type: Monster

Check to defeat: Combat 66, then Combat 66, then Combat 66

Powers: Deskari may not be evaded and is immune to the Electricity, Mental, and Poison traits. Damage dealt by Deskari may not be reduced and is dealt to each character at the location.

If undefeated, you die.

"Mine are a billion buzzing wings. I am the Usher of the Apocalypse, which begins now." — Deskari

Heart of the Worldwound

Villain 6 · Obstacle, Demon, Abyssal · Type: Barrier

Check to defeat: Arcane / Divine 40 OR Disable / Arcane / Knowledge / Divine 25

Powers: Each character chooses a different check to defeat; any character may banish a cohort that has the Terminus trait to add 1d20 to her check. If any character fails, the barrier is undefeated.

If undefeated, the villain does not escape; instead, discard 1d4 blessings from the top of the blessings deck, then shuffle the Heart of the Worldwound into the location Gate of the Worldwound.

Khorramzadeh Reborn

Villain 6 · Outsider, Undead, Demon, Mythic · Type: Monster

Check to defeat: Combat 50 OR Divine 30

Powers: Khorramzadeh Reborn may not be evaded and is immune to the Cold, Fire, Mental, Electricity, and Poison traits.

Before attempting a check against Khorramzadeh Reborn, expend a mythic charge.

If undefeated, discard the top 1d6 cards of your deck, then reset your hand.

Mistress Anemora

Villain 6 · Aberration, Elf, Spider, Cleric, Mythic · Type: Monster

Check to defeat: Arcane / Divine / Combat 25, then Combat 35

Powers: Mistress Anemora is immune to the Mental trait. All damage dealt by Mistress Anemora is Poison damage.

Before you act, discard a spell, then each character at the location is dealt 1d4+1 Poison damage.

"They will never think to look for the Nahyndrian chisel in a house of pleasure." — Mistress Anemora

Items

Amulet of the Planes

Item 6 · Accessory, Magic · Check to acquire: Wisdom / Divine 13

Powers: Discard this card and attempt an Intelligence or Knowledge check with a difficulty of 5 plus twice the scenario's adventure deck number. If you succeed, move each character to any location; if you fail, move each character to a random location.

After you play this card, if each character is at a closed location, you may recharge this card instead of discarding it.

Bountiful Bottle

Item 6 · Item, Magic, Mythic · Check to acquire: Intelligence / Craft 13

Powers: Reveal this card to draw a loot that has an adventure deck number less than the scenario's adventure deck number from the box. You may add the loot to your hand or give it to another character.

After playing this card, banish it, or expend a mythic charge to bury it instead of banishing it.

Iron Flask

Item 6 · Item, Magic · Check to acquire: Intelligence / Arcane / Wisdom / Divine 14

Powers: When you encounter a monster that has the Elemental or Outsider trait from a location deck, you may display this card next to that deck and put the monster on top of this card. The monster is neither defeated nor undefeated; it still counts as part of its location deck except for the purpose of exploring. At the end of your turn, put the monster on the top or bottom of its location deck and bury this card.

Staff of the Hierophant

Item 6 · Staff, Magic, Divine, Mythic · Check to acquire: Wisdom / Divine 17

Powers: Reveal this card and recharge a spell that has the Divine trait to add 1d8 to any check by a character at your location.

Display this card. While displayed, when you recharge a spell that has the Divine trait after playing it, you may expend a mythic charge to put that spell on top of this card. At the end of the turn, put this card and any cards on it on top of your deck.

Thorncrown of Iomedae

Item 6 · Accessory, Divine, Iomedae, Mythic · Check to acquire: Wisdom / Divine 20

Powers: For your combat check, discard this card to use your Divine skill + 3d6 plus your number of mythic charges. If the check is to defeat a bane that has the Undead trait, add 3d12 instead of 3d6.

Recharge this card to add a card from the blessings deck to your hand. If the card has the Iomedae trait, shuffle a random card from the blessings discard pile into the blessings deck.

If your character would die, banish this card to shuffle your hand, your discard pile, and your buried cards into your deck instead; you are not dead.

Blessings

Blessing of the Inheritor

Blessing 6 · Divine, Iomedae · Check to acquire: Charisma 12 OR Divine 9

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

Discard this card to add 3 dice to any check against a bane that has the Demon trait.

During a character's turn, discard this card to allow that character to explore her location.

If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Allies

Chevalier

Ally 6 · Halfling, Aristocrat · Check to acquire: Charisma / Diplomacy 9

Powers: Recharge this card to add 2d4 to your Melee combat check.

Bury this card to reduce damage dealt to you to 0.

Dire Griffon

Ally 6 · Animal, Mount, Mythic · Check to acquire: Wisdom / Survival 15 OR Combat 30

Powers: At the start or end of your turn, discard this card to move yourself and 1 other character from your location to another location.

Discard this card to explore your location. For each of your mythic charges, add 2 to your combat checks during this exploration.

Eliandra

Ally 6 · Celestial, Cleric · Check to acquire: Charisma / Divine 16

Powers: Bury this card to redeem a card that has the Corrupted trait.

During any character's move step, you may give this card to any character.

Display this card to explore your location. At the end of your turn, you may choose any number as your hand size, then bury this card.

Nocticula

Ally 6 · Deity, Outsider, Demon, Aristocrat, Temptation · Check to acquire: Charisma / Diplomacy 20

Powers: Banish this card to add 2d20 to any check to defeat a villain. After the encounter, if you don't win the scenario, banish your hand, deck, and discard pile.

Loot

Deskari's Tooth

Loot 6 · Knife, Ranged, Piercing, Magic, Mythic · Type: Weapon

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 3d4+6; you may additionally expend a mythic charge to add another 1d20 and the Acid or Poison trait.

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

After you draw the last card of your deck, bury this card to shuffle 5 random cards from your discard pile into your deck.

Mournful Razor

Loot 6 · Knife, Melee, Slashing, Finesse, Magic, Mythic · Type: Weapon

Powers: For your combat check, reveal this card and expend a mythic charge to use your Strength, Melee, or Dexterity skill + 2d20. If any d20 rolled on this check is a 20, you automatically succeed at the check.

Noriznigath

Loot 6 · Sword, Melee, Slashing, Magic, Mythic · Type: Weapon

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d10+2. You may additionally recharge this card and expend any number of mythic charges to add 1d20 for each charge expended. If not proficient with weapons, the difficulty of this check is increased by 20. If you succeed at the check, you may expend a charge to shuffle 1d6 random cards from your discard pile into your deck.

Robe of the Rifts

Loot 6 · Clothing, Attack, Magic, Corrupted, Mythic · Type: Item

Powers: For your combat check, recharge this card and expend a mythic charge to use your Arcane skill + 2d20. If this card has the Corrupted trait, banish all cards in your discard pile that have the Divine trait and do not have the Corrupted trait.

Weapons

Dragonbreath Bow

Weapon 6 · Bow, Ranged, Piercing, Magic, Mythic · Check to acquire: Dexterity / Ranged 15

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire, or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.

If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Force Sling +3

Weapon 6 · Sling, Ranged, Bludgeoning, Magic · Check to acquire: Dexterity / Ranged 10

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+3; you may additionally discard this card to add another 4d4 and the Force trait.

Infinite Rod

Weapon 6 · Club, Melee, Magic · Check to acquire: Strength / Melee 13 OR Arcane / Divine 15

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3 and add any of the following traits: Bludgeoning, Fire, Piercing, or Slashing; you may additionally discard this card to add another 2d6+4. If not proficient with weapons, the difficulty of this check is increased by 4.

You may discard this card to add 2 dice to any check to defeat a barrier, or to evade a monster you encounter that is not immune to the Mental trait.

Mace of Smiting

Weapon 6 · Mace, Melee, Bludgeoning, Magic · Check to acquire: Strength / Melee 13

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the bane has the Construct or Outsider trait, add another 2d8. Ignore any effects on a monster that increase the difficulty of this check.

Master's Lash

Weapon 6 · Whip, Melee, Slashing, Finesse, Swashbuckling, Magic · Check to acquire: Strength / Melee / Dexterity 16

Powers: For your combat check, reveal this card to use your Strength, Melee, or Dexterity skill + 1d6+5; you may additionally discard this card to add another 3d6+3 and the Poison trait; ignore the bane's immunities on this check.

Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location.

Sunsword

Weapon 6 · Sword, Melee, Slashing, Magic · Check to acquire: Strength / Melee 14

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

Vorpal Blade

Weapon 6 · Sword, Melee, Slashing, Magic, Mythic · Check to acquire: Strength / Melee 17

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+5; you may additionally expend a mythic charge to add another 1d20 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4. If any d20 rolled on this check is a 20, you succeed at the check.

Spells

Form of the Dragon

Spell 6 · Magic, Arcane, Attack · Check to acquire: Intelligence / Arcane 15

Powers: Display this card and choose Acid, Cold, Electricity, Fire, or Poison. While displayed, reduce damage of the chosen type dealt to you to 0, and for your combat check, you may discard a card to use your Constitution or Charisma skill + 4d6+4 and the chosen trait.

At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.

Meteor Swarm

Spell 6 · Magic, Arcane, Attack, Bludgeoning · Check to acquire: Intelligence / Arcane 15

Powers: For your combat check, discard this card to use your Arcane skill + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll the dice; take the new result.

After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 17 check to recharge this card instead of discarding it.

Miracle

Spell 6 · Magic, Divine, Mythic · Check to acquire: Wisdom / Divine 18

Powers: Bury this card and expend a mythic charge to summon and play a spell from the box.

After playing this card, if you do not have the Divine skill, banish it.

Sign of Wrath

Spell 6 · Magic, Arcane, Divine, Attack, Force · Check to acquire: Intelligence / Arcane / Wisdom / Divine 14

Powers: For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Each other character at your location is dealt 1 Force damage. If you attempted this check to defeat a monster and failed, you may evade that monster.

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.

Time Stop

Spell 6 · Magic, Arcane, Mythic · Check to acquire: Intelligence / Arcane 20

Powers: Bury this card and expend a mythic charge. Search your deck for any number of cards and put them in your hand; if you play this card during an encounter, you may play any number of cards of each type during the encounter.

After playing this card, if you do not have the Arcane skill, banish it.

Winds of Vengeance

Spell 6 · Magic, Arcane, Divine · Check to acquire: Intelligence / Arcane / Wisdom / Divine 13

Powers: Display this card next to your deck. While displayed, you may move at the end of your turn, add 1d8 to your combat checks, and reduce Acid, Cold, Electricity, Fire, and Ranged Combat damage dealt to you to by 4.

At the end of your turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 18 check to recharge or to continue displaying this card; otherwise, discard it.

Armor

Horns of Naraga

Armor 6 · Light Armor, Magic, Corrupted, Mythic · Check to acquire: Constitution / Fortitude 16

Powers: When you defeat a monster, recharge this card to shuffle a number of random cards equal to your number of mythic charges from your discard pile into your deck. If this card has the Corrupted trait, discard a card from the blessings deck.

Recharge this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.

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

Immolation Cloak

Armor 6 · Light Armor, Magic, Mythic · Check to acquire: Intelligence / Arcane 12

Powers: Reveal this card to reduce Fire damage dealt to you to 0.

Recharge this card to add 1d8 for each of your mythic charges and the Fire trait to any combat check by a character at your location; you are dealt 1 Fire damage.

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

Mantle of Faith

Armor 6 · Light Armor, Magic · Check to acquire: Constitution / Fortitude 15

Powers: Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.

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.

Tarnhelm

Armor 6 · Heavy Armor, Magic, Mythic · Check to acquire: Constitution / Fortitude 20

Powers: Recharge this card and expend a mythic charge to add 1d20 and the Acid, Cold, Electricity, Fire, or Poison trait to your combat check; after the encounter, you may move yourself and any number of characters from your location to 1 other location.

Reveal this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.

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

Cohorts

Lexicon of Paradox

Cohort 6 · Book, Magic, Corrupted, Mythic, Terminus

Powers: If you are at a location that has the Abyssal trait, when a character attempts to close that location, recharge this card; that character automatically succeeds. If the Lexicon of Paradox has the Corrupted trait, bury 1d6+1 random cards from your discard pile.

Nahyndrian Chisel

Cohort 6 · Tool, Terminus

Powers: When you encounter a monster that has the Demon trait, reveal this card to ignore its immunities and its effects that increase the difficulty of combat checks.

Recharge this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.

The Suture

Cohort 6 · Outsider, Demon, Terminus

Powers: When you encounter The Suture, attempt a Combat 27 or a Charisma or Diplomacy 16 check; if you attempt a combat check, you are dealt 1d6+1 Electricity damage. If you succeed at the check, add this card to your hand; otherwise, shuffle this card back into the location deck it came from.

The Suture cannot be recharged, discarded, buried, or banished.

Reveal this card to reduce damage dealt to you before you act by 3.