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These locations were observed in the iPad version of the game (1.0.3.1) from June 6, 2016.

Name Set Location Closing Closed Deck
Academy B On the first exploration of your turn, if you encounter anything other than

a spell, after the exploration, you may immediately explore again.

Succeed at an Intelligence or Arcane 6 check. On closing, you may shuffle a spell from your discard pile into your deck. Monster: 1

Barrier: 1

Spell: 5

Item: 1

Ally: 1

Apothecary B If you did not explore this turn, after you reset your hand, you may

shuffle the top 1d6 cards from your discard pile into your deck.

Succeed at an Intelligence or Craft 6 check. No effect. Monster: 1

Weapon: 1

Spell: 3

Item: 1

Ally: 1

Blessing: 2

Catacombs of Wrath 1 You may attempt a Wisdom or Perception 7 check to evade a monster. Summon and defeat a Wrathful Sinspawn henchman. On closing, you may shuffle an item from your discard pile into your deck. Monster: 6

Barrier: 1

Weapon: 1

Item: 1

City Gate B If you fail a combat check, a random monster is shuffled into the location

deck.

Summon and defeat a Bandit henchman. No effect. Monster: 2

Barrier: 1

Weapon: 2

Item: 2

Ally: 2

Deeper Dungeons B The difficulty of combat checks is increased by 1. Succeed at a Constitution or Fortitude 8 check. No effect. Monster: 4

Barrier: 2

Weapon: 1

Spell: 1

Item: 1

Desecrated Vault B If you defeat a monster with the Undead trait at this location, roll 1d6.

On a 1, the monster is undefeated.

Succeed at a Wisdom or Divine 6 check. On closing, each character at this location may recharge an item from her

discard pile.

Monster: 4

Barrier: 1

Spell: 1

Item: 2

Blessing: 1

Farmhouse B When an ally would be discarded, it is buried instead. Summon and defeat a random monster. No effect. Monster: 3

Barrier: 1

Weapon: 1

Item: 3

Ally: 1

Garrison B If you encounter a monster other than a villain or a henchman, each other

character at this location must summon and encounter that monster.

Summon and defeat a Bandit henchman with the combat difficulty increased by

2.

Before closing, set aside any weapons and armors from this location deck.

On closing, shuffle them back into this location deck.

Monster: 3

Weapon: 3

Armor: 2

Ally: 1

General Store B During your exploration, if you encounter anything other than an armor, an

item, or a weapon, after the exploration, you may explore again if you have

a card in your hand.

Banish a card. On closing, add 1d6 random items to this location without looking at them,

then automatically acquire the top card.

Monster: 2

Weapon: 2

Armor: 1

Item: 3

Ally: 1

Glassworks 1 If you fail a check, discard the top card of your deck. Succeed at a Wisdom or Perception 6 check. No effect. Monster: 3

Barrier: 1

Weapon: 1

Spell: 1

Item: 1

Ally: 2

Goblin Fortress 1 The difficulty to defeat monsters that have the Goblin trait is increased

by 2.

Summon and defeat a Goblin Raider henchman. On closing, add 1d4 random weapons to this location without looking at

them, then automatically acquire the top card.

Monster: 3

Barrier: 1

Weapon: 1

Item: 2

Ally: 2

Guard Tower B At the start of your turn, summon and encounter a Bandit henchman. Succeed at a Strength 5 check. On closing, you may banish a card from your hand to draw a random new ally

to your hand.

Monster: 1

Barrier: 1

Weapon: 2

Armor: 1

Item: 2

Ally: 2

Junk Beach 1 When you acquire an item, you may banish it to draw a random new item to

your hand.

Summon and defeat a Poison Trap henchman. On closing, add 1d6 random items to this location without looking at them,

then automatically acquire the top card.

Monster: 2

Barrier: 2

Weapon: 1

Armor: 1

Item: 3

Mountain Peak B At the start of your turn, succeed at a Wisdom or Survival 7 check or bury

a card.

Succeed at a Wisdom or Survival 6 check. At the end of your turn, you may examine the top card of an open location

deck.

Monster: 3

Barrier: 3

Weapon: 1

Armor: 1

Item: 1

Nettlemaze 1 You may attempt a Wisdom or Perception 9 check to evade a monster. Summon and defeat a random monster. On closing, you may shuffle an item from your discard pile into your deck. Monster: 6

Barrier: 1

Weapon: 1

Item: 1

Prison B You may attempt a Dexterity or Disable 8 check in place of the usual check

to acquire a boon.

Succeed at a Charisma or Diplomacy 6 check. On closing, you may shuffle an ally from your discard pile into your deck. Monster: 3

Barrier: 2

Armor: 1

Item: 1

Ally: 2

Sandpoint Cathedral B If you defeat a monster, you may add a blessing from your discard pile to

your hand.

Banish either a blessing or Father Zantus. When you end your turn here, you may attempt a Wisdom 6 check to recharge a

blessing from your discard pile.

Monster: 2

Spell: 2

Item: 1

Ally: 1

Blessing: 3

Shrine to Lamashtu B When you encounter a blessing, you are dealt 2 points of Mental damage that

may not be reduced.

Succeed at a Divine 6 check or banish a blessing. On closing, you may banish a blessing to draw a new blessing to your hand. Monster: 3

Barrier: 2

Spell: 1

Blessing: 3

Swallowtail Festival 1 At the start of your turn, you may shuffle any number of cards from your

hand into your deck and draw 1 fewer card than you shuffled in.

Defeat or acquire the next card in the deck. If there isn't one, you may

close this location automatically.

No effect. Monster: 2

Barrier: 1

Weapon: 1

Item: 1

Ally: 2

Blessing: 2

Temple B When you move here, discard a card. Any character at another location may

evade an encounter and move here, discarding 2 cards instead of 1, then

reset her hand and end her turn.

You may close this location automatically. No effect. Weapon: 2

Spell: 2

Item: 1

Blessing: 4

Thassilonian Dungeon B If you play a spell that has the Arcane trait, you may immediately draw a

card.

Succeed at an Intelligence or Arcane 7 check. No effect. Monster: 2

Barrier: 1

Weapon: 1

Spell: 3

Armor: 1

Item: 1

The Old Light B Add 1d6 to checks that have the Fire trait. Succeed at an Intelligence or Knowledge 6 check. No effect. Monster: 4

Barrier: 1

Weapon: 1

Spell: 2

Item: 1

The Rusty Dragon 1 If you fail the check to acquire an ally, you may put that ally on the

bottom of the location deck.

Succeed at a Charisma or Diplomacy 6 check. On closing, you may recharge an ally from your discard pile. Monster: 2

Barrier: 1

Weapon: 1

Spell: 1

Item: 1

Ally: 3

Throne Room B At the start of your turn, you may recharge an item to draw a card. Succeed at a Charisma or Diplomacy 6 check. No effect. Monster: 2

Barrier: 1

Weapon: 2

Spell: 1

Armor: 1

Item: 2

Town Square B During your turn, you may discard a card to explore. Banish a card. On closing, each character at this location recharges a card then may draw

a card.

Monster: 2

Barrier: 1

Weapon: 1

Spell: 2

Item: 1

Ally: 2

Treacherous Cave B You must succeed at a Constitution or Fortitude 6 check to move to another

location.

Succeed at a Wisdom or Survival 7 check. No effect. Monster: 2

Barrier: 1

Weapon: 2

Armor: 2

Item: 2

Village House B When you encounter an ally, you may recharge a card to automatically

acquire it.

Banish a card. No effect. Monster: 1

Barrier: 1

Weapon: 1

Spell: 1

Item: 1

Ally: 3

Blessing: 1

Warrens B When you encounter a monster, a random monster is placed on top of another

random open location deck.

Succeed at a Dexterity or Acrobatics 6 check. No effect. Monster: 2

Barrier: 1

Weapon: 2

Spell: 1

Item: 1

Ally: 2

Waterfront B When using a weapon, subtract 1 from each die rolled. After your

exploration, you may discard 2 cards to explore again.

Summon and defeat a Bandit henchman. On closing, all characters at this location discard a card. Monster: 4

Barrier: 2

Item: 1

Ally: 2

Wooden Bridge B You may discard 2 cards to evade an encounter. Succeed at a Dexterity or Stealth 6 check. When you end your turn here, you may bury a card from your hand to recharge

a card from your discard pile.

Monster: 3

Barrier: 1

Armor: 1

Ally: 3

Blessing: 1

Woods B Undefeated monsters other than villains or henchmen are banished. Succeed at a Wisdom or Survival 6 check. No effect. Monster: 4

Barrier: 2

Weapon: 1

Item: 2

Shadow Clock 2 At the start of your turn, recharge your hand and draw up to your hand size. Banish an ally. No effect. Monster: 2

Barrier: 3

Weapon: 1

Spell: 1

Armor: 1

Item: 1

Habe's Sanatorium 2 At the start of your turn, attempt a Wisdom 6 check. If you succeed, draw a

card from your discard pile to your hand; if you fail, discard the top card

of your deck.

Succeed at a Wisdom or Perception 7 check. On closing, you may shuffle 1d4–1 random cards from your discard pile into

your deck.

Monster: 3

Spell: 2

Item: 2

Ally: 2

Mill 2 Add 2 to your checks that have the Slashing trait. Succeed at a Dexterity or Acrobatics 8 check. No effect. Monster: 2

Barrier: 2

Weapon: 1

Armor: 1

Item: 1

Ally: 1

Blessing: 1

Foxglove Manor 2 Reveal the ally Aldern Foxglove to banish all Haunts in front of characters. Succeed at an Intelligence or Arcane 8 check. No effect. Monster: 2

Barrier: 1

Weapon: 1

Spell: 2

Item: 2

Blessing: 1

Dam 3 You may not move unless another character is present. Bury 1d4 cards. If you don’t have enough, bury any remaining cards from the

top of your deck instead.

No effect. Monster: 3

Barrier: 2

Weapon: 1

Armor: 1

Item: 1

Ally: 1

Fort Rannick 3 When you attempt a combat check, you may discard an ally to add 1d4 to that

check.

Succeed at a Strength 8 check. On closing, you may shuffle any allies in your discard pile into your

character deck.

Monster: 2

Barrier: 1

Weapon: 2

Armor: 2

Ally: 2

Shimmerglens 3 You must succeed at a Wisdom or Divine 7 check to move. Succeed at a Wisdom or Divine 8 check. For the rest of the scenario, characters at this location may choose not to

reset their hands.

Monster: 2

Barrier: 1

Spell: 2

Ally: 2

Blessing: 2

Turtleback Ferry 3 At the end of your turn, you may move. Banish an item. On closing, draw a new item. Monster: 2

Barrier: 1

Spell: 1

Item: 2

Ally: 2

Blessing: 1

Courtyard 4 Before your combat check, each character at this location must succeed at a

Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.

Succeed at a Dexterity or Acrobatics 10 check. No effect. Monster: 3

Weapon: 2

Armor: 2

Item: 2

Giant Lair 4 The difficulty to defeat monsters that have the Giant trait is increased by

2.

Succeed at a Strength or Melee 10 check. For the rest of the scenario, the difficulty to defeat monsters that have

the Giant trait encountered by a character at any location is decreased by

2.

Monster: 4

Barrier: 1

Weapon: 1

Armor: 1

Item: 1

Blessing: 1

Scarnetti Manor 4 When you encounter a boon, bury a boon or banish the card you encountered. Succeed at a Charisma or Diplomacy 10 check. On closing, add 1d6 random items to this location without looking at them,

then automatically acquire the top card.

Monster: 2

Weapon: 1

Armor: 2

Item: 3

Ally: 1

Thassilonian Library 4 When you acquire a spell, end your turn. Banish a spell. No effect. Monster: 2

Barrier: 1

Spell: 3

Ally: 1

Blessing: 2

Abjurant Halls of Envy 5 You may not play spells. Bury your hand. On closing, each character at this location is dealt 1 Force damage. Monster: 3

Barrier: 2

Weapon: 1

Spell: 1

Armor: 1

Item: 1

Festering Maze of Sloth 5 You may play no more than 1 card for each check, regardless of type. Succeed at a Constitution or Fortitude 12 check. None Monster: 3

Barrier: 1

Spell: 2

Item: 1

Ally: 1

Blessing: 1

Halls of Wrath 5 The difficulty of any combat check is increased by 2. If you fail a combat

check, the damage dealt to you is increased by 2.

Succeed at an Intelligence or Knowledge 12 check. None Monster: 6

Weapon: 3

Iron Cages of Lust 5 Add 2 to your checks to acquire allies. If you fail the check to acquire an

ally, bury an ally.

Succeed at a Charisma or Diplomacy 12 check. None Monster: 2

Barrier: 1

Item: 2

Ally: 2

Blessing: 2

Ravenous Crypts of Gluttony 5 Your hand size is increased by 2. Succeed at a Wisdom or Survival 12 check. None Monster: 2

Barrier: 2

Spell: 1

Armor: 1

Item: 1

Blessing: 2

Runeforge Hub 5 You may not start the scenario here or move here until all other locations

are permanently closed.

You may close this location automatically. Closing this location ends the scenario.
Shimmering Veils of Pride 5 When you succeed at a check, recharge a card. Succeed at a Wisdom or Perception 12 check. On closing, you may add any of your buried cards to your hand. Monster: 2

Barrier: 1

Weapon: 1

Spell: 1

Armor: 1

Item: 1

Ally: 1

Blessing: 1

Sihedron Circle 5 Build 7 “Stone Head” location decks using the deck list from this card plus

1 henchman. Characters may not move to or explore the Sihedron Circle until all Stone Head locations are closed. Defeat a henchman to automatically close a Stone Head location. When a location closes, each character there moves to an open location of his choice. When all Stone Head locations are

closed, all characters move to the Sihedron Circle.

No effect. No effect. Monster: 1

Barrier: 1

Weapon: 1

Spell: 1

Armor: 1

Item: 1

Vault of Greed 5 When you acquire an item, banish another item. Succeed at a Wisdom or Perception 12 check. On closing, examine all remaining cards in this deck. You may exchange any

of these cards for any cards of the same type in your hand.

Monster: 2

Weapon: 1

Spell: 1

Armor: 1

Item: 4

Death Zone 6 If any die rolled on a check is a 1 or 2, count it as 0. Succeed at a Wisdom or Survival 10 check. No effect. Monster: 4

Barrier: 3

Ally: 1

Blessing: 1

Heptaric Locus 6 The difficulty to defeat banes is increased by 5. Succeed at a Strength or Melee 14 check. No effect. Monster: 3

Barrier: 1

Weapon: 1

Armor: 2

Item: 1

Blessing: 1

Runewell 6 At the start of your turn, bury a card. You may close this location automatically. No effect. Weapon: 2

Spell: 3

Armor: 1

Item: 2

Blessing: 1

The Leng Device 6 Put 12 markers on this card. When a character ends a turn here, remove 1d4

markers. When the last marker is removed, summon and encounter the villain

The Thing from Beyond Time.

Succeed at an Intelligence, Knowledge, or Arcane 14 check. No effect. Monster: 6

Blessing: 3

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