[ACG] BR skizzerz's Season of the Righteous

Game Master Yewstance

1-4E: And The Void Would Be Calling | Loot Tracker
Turn Order:
1. Amaryllis/Void_Eagle
2. Ukuja/Yewstance
3. Erasmus/Greenclaw


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One of my other tables just finished, so here's hoping I can spend that time to update this table more frequently than I have been. No promises, unfortunately; these last 6 months have been crippling to my availability for posts.

=============================

During This Adventure:

  • The servitor demon is the henchman Treachery Demon.

    PLAYER HANDS || THREAT TEXTS || LOOT

    During This Scenario:

  • All damage dealt by the Fiendish Tree is Fire damage. 

  • When you defeat a Fiendish Tree, you may recharge a random card from your discard pile. Then you may recharge a card to immediately attempt to close the location the Fiendish Tree came from.

    Additional Rules: =
    THREAT LIST:

  • Villain: Zelmisdria and Azrivauxus
  • Henchmen: Fiendish Trees

    Displayed by Amaryllis - Temptation of Big Die:

    WotR Barrier P
    Traits: Temptation Mythic
    To Defeat: None
    Display this card next to your deck;the barrier is defeated. You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.
    "Roll 'em bigger, hurt ''em worse Don't you worry 'bout the curse! Giant boulder rumbles fine 'Specially when death's on the line!" - Plarg's song

    Scenario Level (#): 5

    Turn: 10, Erasmus/Greenclaw

    Random Cards:

    Monsters
    Spoiler:
    Corruption Demon
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 25
    The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
    Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
    If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

    Spoiler:
    Peryton
    WotR
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 14
    If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
    If unefeated, the damage dealth by the Peryton is increased by 3.
    Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_

    Spoiler:
    Lost Soul
    WotR
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 19
    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.
    This lost soul's fragmented memories evoke sorrow, longing, and a vengeful hatred for all living things_

    Spoiler:
    Ghoul
    WotR
    Monster B
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Spoiler:
    Mist Horror
    WotR
    Monster 3
    Traits:
    Outsider
    Elemental
    Incorporeal
    To Defeat:
    Combat 20
    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.

    Barriers
    Spoiler:
    Blood of Eustoyriax
    WotR
    Barrier 2
    Traits:
    Temptation
    Demon
    Corrupted
    To Defeat:
    None 0
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

    Spoiler:
    Gift of Shamira
    WotR
    Barrier 4
    Traits:
    Temptation
    Demon
    To Defeat:
    None 0
    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, 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.

    Spoiler:
    Rallying Cry
    WotR
    Barrier B
    Traits:
    Task
    Cache
    To Defeat:
    None 0
    Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

    Spoiler:
    Sin Seeker
    WotR
    Barrier 1
    Traits:
    Curse
    Veteran
    To Defeat:
    None 0
    The Sin Seeker may not be evaded.
    Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

    Spoiler:
    Temptation of Arms
    WotR
    Barrier B
    Traits:
    Temptation
    To Defeat:
    None 0
    Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic weapons instead. 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; a character at your location is dealt 1d4+1 Combat damage. Otherwise the barrier is defeated.
    After you act, banish this barrier.

    Weapons
    Spoiler:
    Marksman's Bow
    WotR
    Weapon 2
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Veteran
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

    Spoiler:
    Sword of Subtlety
    WotR
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Keen Scythe +2
    WotR
    Weapon 5
    Traits:
    Scythe
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 6.

    Spoiler:
    Skirmishing Spear
    WotR
    Weapon 3
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran
    To Acquire:
    Dexterity
    Ranged 15
    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.

    Spoiler:
    Scizore +3
    WotR
    Weapon 4
    Traits:
    Scizore
    Shield
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee 12
    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.

    Spells
    Spoiler:
    Ghost Wolf
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 12
    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 discaring it.

    Spoiler:
    Paralyze
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Mental
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spoiler:
    Cape of Wasps
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    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.

    Spoiler:
    Terraform
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    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.

    Spoiler:
    Flames of the Faithful
    WotR
    Spell 1
    Traits:
    Magic
    Divine
    Fire
    Veteran
    To Acquire:
    Wisdom
    Divine 5
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.

    Armors
    Spoiler:
    Spellcaster's Shield
    WotR
    Armor 1
    Traits:
    Shield
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude
    Arcane
    Divine 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Commander's Field Plate
    WotR
    Armor 2
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 8
    When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
    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.

    Spoiler:
    Black Dragonhide Breastplate
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage dealt 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.

    Spoiler:
    Eagle Knight Dress Uniform
    WotR
    Armor 1
    Traits:
    Heavy Armor
    Veteran
    To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 3.
    Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Spoiler:
    Pauldrons of Unflinching Fortitude
    WotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    Mythic
    To Acquire:
    Constitution
    Fortitude 13
    Recharge this card to add your number of mythic charges to your non-combat Dexterity, Wisdom, Constitution, or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Boomcrown
    WotR
    Item 4
    Traits:
    Accessory
    Magic
    Attack
    Veteran
    To Acquire:
    Charisma
    Divine 13
    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.

    Spoiler:
    Wand of Cancellation
    WotR
    Item 1
    Traits:
    Wand
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 9
    When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
    After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

    Spoiler:
    Pauper's Thighbone
    WotR
    Item 3
    Traits:
    Item
    Mythic
    To Acquire:
    Banish an Item 0
    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.

    Spoiler:
    Spellbottle
    WotR
    Item 3
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Arcane
    Divine 10
    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.

    Spoiler:
    Ring of Reflection
    WotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    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.

    Allies
    Spoiler:
    Unfettered Imp
    WotR
    Ally 3
    Traits:
    Outsider
    Devil
    Temptation
    To Acquire:
    Intelligence
    Charisma
    Arcane 7
    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 an immediately play it.
    Reveal this card and discard a card that has the Corrupted trait to explore your location.

    Spoiler:
    Runelord Alderpash
    WotR
    Ally 5
    Traits:
    Undead
    Lich
    Evoker
    To Acquire:
    None 0
    Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
    Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
    Banish this card and discard your hand to permanently close your location, then end your turn.

    Spoiler:
    Unfettered Imp
    WotR
    Ally 3
    Traits:
    Outsider
    Devil
    Temptation
    To Acquire:
    Intelligence
    Charisma
    Arcane 7
    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 an immediately play it.
    Reveal this card and discard a card that has the Corrupted trait to explore your location.

    Spoiler:
    Mendevian Crusader
    WotR
    Ally B
    Traits:
    Human
    Soldier
    To Acquire:
    Divine 9
    OR Charisma
    Diplomacy 6
    Discard this card to reduce damage dealt before you act to a character at your location to 0.
    Discard this card to explore your location. During this exploration, add 1 to your combat checks.

    Spoiler:
    Thylacine
    WotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 10
    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.

    Blessings
    Spoiler:
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Spoiler:
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Spoiler:
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Current Hour:

    Blessing of Torag:
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Hours Remaining: 20

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 1 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 2 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 2 Ukuja/Yewstance
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 3 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 3 Erasmus/Greenclaw
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 4 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 4 Amaryllis/Void_Eagle
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Hourglass Card 5 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 5 Ukuja/Yewstance
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 6 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 6 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 7 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 7 Amaryllis/Void_Eagle
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Hourglass Card 8 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 8 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 9 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 9 Erasmus/Greenclaw
    Blessing of Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 10 Amaryllis/Void_Eagle
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 11 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 12 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 12 Erasmus/Greenclaw
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Hourglass Card 13 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 13 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 14 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 14 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 15 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 15 Erasmus/Greenclaw
    Blessing of Nocticula
    WotR
    Loot 4
    Type: Blessing
    Traits:
    Divine
    Nocticula
    Corrupted
    Veteran
    To Acquire:
    0
    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.
    Hourglass Card 16 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 16 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 17 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 17 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 18 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 18 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 19 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 19 Amaryllis/Void_Eagle
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 20 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 20 Ukuja/Yewstance
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Location #1: Dark Forest
    Closed
    At This Location: At the end of your turn, recharge your hand.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Eagle Rock
    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.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Amaryllis/Void_Eagle, None

    Eagle Rock Card 1:
    Worm Demon
    WotR
    Monster B
    Traits:
    Outsider
    Undead
    Demon
    To Defeat:
    Combat 10
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.
    Worn demons inhabit and control the corpses of dead humanoids_
    Eagle Rock Card 2:
    Iron Shackles
    WotR
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Dexterity
    Disable 13
    Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
    Recharge this card when a character at your location would be moved; that character does not move.
    Eagle Rock Card 3:
    Fiendish Tree
    None
    Henchman 5
    Type: Monster
    Traits:
    Plant
    Demon
    Veteran
    To Defeat:
    Combat 13
    The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
    Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
    After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
    Eagle Rock Card 4:
    Greater Shadow
    WotR
    Monster 4
    Traits:
    Undead
    Incorporeal
    To Defeat:
    Combat 22
    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.
    Negative energy and devoured souls increase its size_
    Eagle Rock Card 5:
    Spirit Blade
    WotR
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 9
    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 spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.

    Location #3: Wounded Lands
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ukuja/Yewstance,

    Location #4: Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Canyon Card 1:
    Fiendish Tree
    None
    Henchman 5
    Type: Monster
    Traits:
    Plant
    Demon
    Veteran
    To Defeat:
    Combat 13
    The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
    Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
    After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
    Canyon Card 2:
    Demon Hunter
    WotR
    Ally B
    Traits:
    Human
    Ranger
    To Acquire:
    Melee
    Ranged 7
    OR Charisma
    Diplomacy 6
    Discard this card to add 1d6 to your check against a bane that has the Demon trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
    Canyon Card 3:
    Poison Spiked Pit Trap
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Canyon Card 4:
    Heavy Crossbow
    WotR
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Canyon Card 5:
    Corruption Demon
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 25
    The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
    Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
    If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.
    Canyon Card 6:
    Temptation of Favor
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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 the barrier.
    Canyon Card 7:
    Helm of the Valkyrie
    WotR
    Armor 1
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    At the end of your turn, bury this card to move.
    Recharge this card to reduce Combat 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.
    Canyon Card 8:
    Umbral Dragon
    WotR
    Monster 4
    Traits:
    Dragon
    Mythic
    To Defeat:
    Combat 24
    THEN Combat 24
    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.
    Canyon Card 9:
    Deal with a Demon
    WotR
    Barrier 5
    Traits:
    Temptation
    Demon
    To Defeat:
    None 0
    Display this barrier next to the scenario; it is defeated. If another barrier is next to the scenario, banish 1 of them.
    While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.
    Canyon Card 10:
    Will-O'-Wisp
    WotR
    Monster 3
    Traits:
    Aberration
    To Defeat:
    Combat 16
    OR Wisdom 14
    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.
    These maletic aberrations feed on the fear of terrified travelers_

    Location #5: Cavern
    At This Location: If you move or are moved from this location, move to a random other location.
    When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, move to a random open location.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Erasmus/Greenclaw, None
    Cavern Card 1:
    Zelmisdria and Azrivauxus
    None
    Villain 5
    Type: Monster
    Traits:
    AND
    Demon
    Dragon
    Mythic
    Outsider
    To Defeat:
    Combat 40
    THEN Combat 32
    Zelmisdria and Azrivauxus are immune to the Acid, Electricity, and Poison traits.
    While you act, before any character plays a weapon or a spell, that character buries an ally or a blessing.
    Before you act, randomly choose a location that is occupied by the greatest number of characters. Each character at that location must attempt a Dexterity or Acrobatics 13 check. Each character that succeeds is dealt 2 Acid damage; each character that fails is dealt 1d4+1 Acid damage and expends 1d4 mythic charges.
    Cavern Card 2:
    Maze Tapestry
    WotR
    Barrier 5
    Traits:
    Obstacle
    Magic
    To Defeat:
    Wisdom
    Perception
    Survival 15
    If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.


  • Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2

    It is the hour of Torag
    Start of Turn: Recharge Volcanic Storm for +3 to all checks this turn.
    Explore Cavern.

    Zelmisdria and Azrivauxus:

    None
    Villain 5
    Type: Monster
    Traits:
    AND
    Demon
    Dragon
    Mythic
    Outsider
    To Defeat:
    Combat 40
    THEN Combat 32
    Zelmisdria and Azrivauxus are immune to the Acid, Electricity, and Poison traits.
    While you act, before any character plays a weapon or a spell, that character buries an ally or a blessing.
    Before you act, randomly choose a location that is occupied by the greatest number of characters. Each character at that location must attempt a Dexterity or Acrobatics 13 check. Each character that succeeds is dealt 2 Acid damage; each character that fails is dealt 1d4+1 Acid damage and expends 1d4 mythic charges.

    The villain! Pausing for any guard checks, flagging that I'll be asking for Ukuja's blessing for one of my checks. Villain encounter spoilered below.

    Villain encounter:

    BYA random location: 1d3 ⇒ 3 Cavern
    Display Banner of Valor at Cavern.
    Bury Wand of Sacred Weapon to move marker on Spirit Relatives over to Baylock.
    BYA Dexterity 13: 1d8 + 2 + 1d6 + 5 + 3 ⇒ (6) + 2 + (1) + 5 + 3 = 17
    Reveal and recharge Planar Crossbow +2. Bury Sign of the Lantern Bearer
    Ask for Blessing of the Gods from Ukuja. Adding Spirit Relatives and Bannor of Valor.
    Combat #1 (Dexterity) 40: 2d8 + 2 + 1d10 + 2 + 1d8 + 1d6 + 5 + 3 + 1d8 ⇒ (1, 8) + 2 + (5) + 2 + (4) + (5) + 5 + 3 + (4) = 39
    Use shirt reroll to reroll the 1.
    Combat #1(Dexterity) 40: 1d8 + 38 ⇒ (6) + 38 = 44
    Reveal and discard Starbow
    Combat #2 (Dexterity) 32: 1d8 + 2 + 1d6 + 3 + 1d8 + 1d6 + 5 + 3 + 1d8 ⇒ (7) + 2 + (1) + 3 + (6) + (4) + 5 + 3 + (6) = 37 Defeated!
    Move to Random open location: 1d2 ⇒ 2 Canyon

    Looming out of the darkness comes the great shape of a dragon, with the villainous succubus perched on its back. Erasmus recoils, the spirit voices in his head all gasping at once with a sound like a huge crashing wave.

    "I'd better leave this to you and Baylock. Quick fingers and a true aim are all that might save you now!" Nissa advises as she quickly retreats to the back of his mind.

    Erasmus does react quickly, with the guidance of his older brother, ducking behind a rock just in time to avoid the blast of flames from the huge dragon's mouth. Seeking to take advantage of the moment in between the creature's next breath, the medium sends off a volley of arrows towards it.

    By the roar of pain that echoes inside the cavern, he is sure he hit it true but bids a hasty retreat, expecting that's not the last of the dangerous duo of demon and dragon.

    End Turn. Reset Hand.

    Erasmus wrote:

    Hand: Anathemic Volume, Banner of Valor, Blessing of Sarenrae, Talisman Crafter, Pyrokinesis, Sign of the Rider,

    Displayed: Spirit Relatives (Baylock),
    Deck: 7 Discard: 9 Buried: 3
    Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: Y. Mythic Charges: 5. Hero Points: 6
    Sideboard cards:


    Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

    Rules question: If I attempt to close, am I considered to be encountering the servitor demon, and if so does the "before the encounter" count as a "before you act"?


    Amaryllis - Void_Eagle wrote:
    Rules question: If I attempt to close, am I considered to be encountering the servitor demon, and if so does the "before the encounter" count as a "before you act"?

    Yes, you're encountering the servitor demon. And no, Before the Encounter is earlier; it occurs before you have a chance to evade, even, for example. It's actually the same as "When you encounter", which is described as a step in the Core Rulebook.

    Note that this is true in all situations except for cards from Rise of the Runelords, which existed before "Before you act" was templated in the rules.


    Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

    In that case, since I would be taking 5 points of damage with no mitigation available, I won't be attempting to close


    Villain has escaped, and it's Amaryllis' turn... however, it looks like Erasmus didn't suffer the 2 Acid Damage required from passing the BYA check. Unless I misunderstood that; please retcon appropriately.

    Additionally, I've finally set up the PLAYER HANDS spreadsheet. It reads from our respective Deck Handlers to summarize what's in all of our hands (as well as what our discard and deck sizes are) at any given time. It's linked in every update.

    ======================================

    During This Adventure:

  • The servitor demon is the henchman Treachery Demon.

    PLAYER HANDS || THREAT TEXTS || LOOT

    During This Scenario:

  • All damage dealt by the Fiendish Tree is Fire damage. 

  • When you defeat a Fiendish Tree, you may recharge a random card from your discard pile. Then you may recharge a card to immediately attempt to close the location the Fiendish Tree came from.

    Additional Rules: =
    THREAT LIST:

  • Villain: Zelmisdria and Azrivauxus
  • Henchmen: Fiendish Trees

    Displayed by Amaryllis - Temptation of Big Die:

    WotR Barrier P
    Traits: Temptation Mythic
    To Defeat: None
    Display this card next to your deck;the barrier is defeated. You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.
    "Roll 'em bigger, hurt ''em worse Don't you worry 'bout the curse! Giant boulder rumbles fine 'Specially when death's on the line!" - Plarg's song

    Scenario Level (#): 5

    Turn: 11, Amaryllis/Void_Eagle

    Random Cards:

    Monsters
    Spoiler:
    Xenarth
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 24
    The Xenarth is immune to the Electricity and Poison traits.
    Before you act, the Xenarth deals 2 Acid damage to each character at your location.
    If undefeated, the Xenarth deals 2 Poison damage to you.
    If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
    Deadlier than any shark, these rare mutations are infused with demon ichor_

    Spoiler:
    Putrid Ooze
    WotR
    Monster 4
    Traits:
    Ooze
    Aquatic
    To Defeat:
    Combat 22
    OR Dexterity 16
    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.
    If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_

    Spoiler:
    Stone Golem
    WotR
    Monster 4
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 19
    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.
    As this ponderous golem inexorably advances, you'll only hear the sound of grinding stone_

    Spoiler:
    Worm Demon
    WotR
    Monster B
    Traits:
    Outsider
    Undead
    Demon
    To Defeat:
    Combat 10
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.
    Worn demons inhabit and control the corpses of dead humanoids_

    Spoiler:
    Filth Demon
    WotR
    Monster 4
    Traits:
    Demon
    Curse
    To Defeat:
    Combat 22
    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 or banish the Filth Demon; otherwise, bury the top card of your deck.

    Barriers
    Spoiler:
    Temptation of Attraction
    WotR
    Barrier B
    Traits:
    Temptation
    To Defeat:
    None 0
    Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Spoiler:
    Poison Spiked Pit Trap
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Spoiler:
    Blood of Eustoyriax
    WotR
    Barrier 2
    Traits:
    Temptation
    Demon
    Corrupted
    To Defeat:
    None 0
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

    Spoiler:
    Symbol of Insanity
    WotR
    Barrier 3
    Traits:
    Trap
    Magic
    To Defeat:
    Wisdom
    Divine 14
    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.

    Spoiler:
    Maze Tapestry
    WotR
    Barrier 5
    Traits:
    Obstacle
    Magic
    To Defeat:
    Wisdom
    Perception
    Survival 15
    If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

    Weapons
    Spoiler:
    Sword of Subtlety
    WotR
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Marksman's Bow
    WotR
    Weapon 2
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Veteran
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

    Spoiler:
    Shocking Lance +1
    WotR
    Weapon 3
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 13
    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 this is your first combat check of the turn, add another 1d8+1.

    Spoiler:
    Heavy Pick +2
    WotR
    Weapon 4
    Traits:
    Pick
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee 13
    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 a 7.

    Spoiler:
    Anarchy Hammer
    WotR
    Weapon 4
    Traits:
    Hammer
    Melee
    Bludgeoning
    Magic
    Corrupted
    Mythic
    To Acquire:
    Strength
    Melee 16
    If this card has the Corrupted trait, the difficulty of checks using this weapon against a bane that has the Demon trait increases 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.

    Spells
    Spoiler:
    Divine Blaze
    WotR
    Spell 4
    Traits:
    Magic
    Divine
    Attack
    Fire
    To Acquire:
    Wisdom
    Divine 12
    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.

    Spoiler:
    Breath of Life
    WotR
    Spell 5
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 13
    Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into her deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.
    After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.

    Spoiler:
    Elemental Bombardment
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Spoiler:
    Ice Strike
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    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.

    Spoiler:
    Mirror Image
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 6
    Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.

    Armors
    Spoiler:
    Celestial Armor
    WotR
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    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.

    Spoiler:
    Celestial Armor
    WotR
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    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.

    Spoiler:
    Helm of the Serpent King
    WotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    Corrupted
    Mythic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
    Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Spiny Shield
    WotR
    Armor 2
    Traits:
    Shield
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Pauldrons of Unflinching Fortitude
    WotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    Mythic
    To Acquire:
    Constitution
    Fortitude 13
    Recharge this card to add your number of mythic charges to your non-combat Dexterity, Wisdom, Constitution, or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Pure Holy Water
    WotR
    Item 3
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Craft
    Wisdom
    Divine 12
    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.

    Spoiler:
    Mist Horn
    WotR
    Item 1
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 9
    Display this card next to a location. Reduce damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

    Spoiler:
    Planar Tuning Fork
    WotR
    Item 2
    Traits:
    Tool
    Magic
    To Acquire:
    Intelligence
    Knowledge 10
    While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card.

    Spoiler:
    Wand of Paralyze
    WotR
    Item B
    Traits:
    Wand
    Attack
    Magic
    Arcane
    Divine
    Mental
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck.
    After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it.

    Spoiler:
    Nectar of the Gods
    WotR
    Item B
    Traits:
    Liquid
    Mythic
    To Acquire:
    Wisdom
    Divine 9
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.

    Allies
    Spoiler:
    Waxberry
    WotR
    Ally 5
    Traits:
    Halfling
    Cleric
    To Acquire:
    None 0
    To acquire this card, summon and defeat the henchman Stringy Fiend.
    Bury this card and choose a character at your location to shuffle 1d4+2 random cards from his discard pile into his deck.
    Discard this card to explore your location. If the top card of the blessings discard pile has the Iomedae trait, you may recharge this card instead of discarding it.

    Spoiler:
    Kimroth Otai
    WotR
    Ally 1
    Traits:
    Human
    Fighter
    To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card and another ally to draw a card.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.

    Spoiler:
    Grizzled Mercenary
    WotR
    Ally B
    Traits:
    Human
    Hireling
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.

    Spoiler:
    Interrogator
    WotR
    Ally B
    Traits:
    Human
    Inquisitor
    To Acquire:
    Knowledge 6
    OR Charisma
    Diplomacy 8
    If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result.
    Recharge this card to succeed at your Knowledge check against a bane.
    Discard this card to explore your location.

    Spoiler:
    Wolverine
    WotR
    Ally 1
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 8
    If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
    Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

    Blessings
    Spoiler:
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Spoiler:
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Spoiler:
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.

    Spoiler:
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Current Hour:

    Blessing of Ascension:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 1 Ukuja/Yewstance
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 2 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 2 Erasmus/Greenclaw
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 3 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 3 Amaryllis/Void_Eagle
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Hourglass Card 4 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 4 Ukuja/Yewstance
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 5 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 5 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 6 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 6 Amaryllis/Void_Eagle
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Hourglass Card 7 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 7 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 8 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 8 Erasmus/Greenclaw
    Blessing of Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 9 Amaryllis/Void_Eagle
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 10 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 11 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 11 Erasmus/Greenclaw
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Hourglass Card 12 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 12 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 13 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 13 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 14 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 14 Erasmus/Greenclaw
    Blessing of Nocticula
    WotR
    Loot 4
    Type: Blessing
    Traits:
    Divine
    Nocticula
    Corrupted
    Veteran
    To Acquire:
    0
    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.
    Hourglass Card 15 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 15 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 16 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 16 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 17 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 17 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 18 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 18 Amaryllis/Void_Eagle
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 19 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 19 Ukuja/Yewstance
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Location #1: Dark Forest
    Closed
    At This Location: At the end of your turn, recharge your hand.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Eagle Rock
    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.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Amaryllis/Void_Eagle, None

    Eagle Rock Card 1:
    Greater Shadow
    WotR
    Monster 4
    Traits:
    Undead
    Incorporeal
    To Defeat:
    Combat 22
    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.
    Negative energy and devoured souls increase its size_
    Eagle Rock Card 2:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Eagle Rock Card 3:
    Worm Demon
    WotR
    Monster B
    Traits:
    Outsider
    Undead
    Demon
    To Defeat:
    Combat 10
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.
    Worn demons inhabit and control the corpses of dead humanoids_
    Eagle Rock Card 4:
    Fiendish Tree
    None
    Henchman 5
    Type: Monster
    Traits:
    Plant
    Demon
    Veteran
    To Defeat:
    Combat 13
    The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
    Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
    After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
    Eagle Rock Card 5:
    Spirit Blade
    WotR
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 9
    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 spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
    Eagle Rock Card 6:
    Iron Shackles
    WotR
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Dexterity
    Disable 13
    Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
    Recharge this card when a character at your location would be moved; that character does not move.

    Location #3: Wounded Lands
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ukuja/Yewstance,

    Location #4: Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Erasmus/Greenclaw, None

    Canyon Card 1:
    Fiendish Tree
    None
    Henchman 5
    Type: Monster
    Traits:
    Plant
    Demon
    Veteran
    To Defeat:
    Combat 13
    The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
    Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
    After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
    Canyon Card 2:
    Umbral Dragon
    WotR
    Monster 4
    Traits:
    Dragon
    Mythic
    To Defeat:
    Combat 24
    THEN Combat 24
    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.
    Canyon Card 3:
    Poison Spiked Pit Trap
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Canyon Card 4:
    Will-O'-Wisp
    WotR
    Monster 3
    Traits:
    Aberration
    To Defeat:
    Combat 16
    OR Wisdom 14
    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.
    These maletic aberrations feed on the fear of terrified travelers_
    Canyon Card 5:
    Zelmisdria and Azrivauxus
    None
    Villain 5
    Type: Monster
    Traits:
    AND
    Demon
    Dragon
    Mythic
    Outsider
    To Defeat:
    Combat 40
    THEN Combat 32
    Zelmisdria and Azrivauxus are immune to the Acid, Electricity, and Poison traits.
    While you act, before any character plays a weapon or a spell, that character buries an ally or a blessing.
    Before you act, randomly choose a location that is occupied by the greatest number of characters. Each character at that location must attempt a Dexterity or Acrobatics 13 check. Each character that succeeds is dealt 2 Acid damage; each character that fails is dealt 1d4+1 Acid damage and expends 1d4 mythic charges.
    Canyon Card 6:
    Helm of the Valkyrie
    WotR
    Armor 1
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    At the end of your turn, bury this card to move.
    Recharge this card to reduce Combat 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.
    Canyon Card 7:
    Demon Hunter
    WotR
    Ally B
    Traits:
    Human
    Ranger
    To Acquire:
    Melee
    Ranged 7
    OR Charisma
    Diplomacy 6
    Discard this card to add 1d6 to your check against a bane that has the Demon trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
    Canyon Card 8:
    Heavy Crossbow
    WotR
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Canyon Card 9:
    Temptation of Favor
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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 the barrier.
    Canyon Card 10:
    Corruption Demon
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 25
    The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
    Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
    If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.
    Canyon Card 11:
    Deal with a Demon
    WotR
    Barrier 5
    Traits:
    Temptation
    Demon
    To Defeat:
    None 0
    Display this barrier next to the scenario; it is defeated. If another barrier is next to the scenario, banish 1 of them.
    While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.

    Location #5: Cavern
    Closed
    At This Location: At the end of your turn, move to a random location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


  • Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

    Amaryllis starts her turn.
    It's the hour of Blessing of Ascension.

    Amaryllis stays at the , and takes her free exploration.

    Greater Shadow:
    WotR
    Monster 4
    Traits:
    Undead
    Incorporeal
    To Defeat:
    Combat 22
    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.
    Negative energy and devoured souls increase its size.

    Using Volcanic Storm for the combat.
    Combat (Arcane) 22: 1d12 + 4 + 2 + 5 + 3d6 ⇒ (2) + 4 + 2 + 5 + (1, 3, 6) = 23 -> Defeated! A lot closer than I would've liked, but it gets the job done. The spell was neither basic nor elite, so it's defeated. Volcanic Storm goes into recovery.

    I have no way to go again, so ending my turn.

    Amaryllis ends her turn and resets her hand. During recovery, auto-recharges the volcanic storm with the help of the Binder's Tome (d12+d4+11 vs 13).

    Amaryllis wrote:

    Hand: Bound Elemental, Gem of Mental Acuity, Pyrotechnic Blast, Binder's Tome, Cloudburst, Sphere of Fire, Ice And Fire,

    Displayed: Temptation of Big Die,
    Deck: 13 Discard: 1 Buried: 1
    Notes: The Binder's Tome is available if needed for anyone at my location.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d8 [X] +1 [ ] +2 [ ] +3
    Acrobatics: Dexterity +2
    Constitution d8 [ ] +1 [ ] +2
    Fortitude: Constitution +2
    Intelligence d4 [ ] +1 [ ] +2
    Wisdom d4 [ ] +1 [ ] +2
    Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
    Arcane: Charisma +2

    Favored card: Spell
    Hand Size: 6 [X] 7 [ ] 8
    Proficient with: [ ] Light Armor
    POWERS
    If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([ ] or the top card of your deck) to ignore the result and reroll the dice ([ ] and add 1d4). You must take the second result.
    After ([X] and before) you reset your hand, you may attempt to recharge a spell from your discard pile.
    [X] Reduce Electricity ([ ] and Acid and Cold) damage dealt to you by 1 ([X] 2).
    [ ]When you play a Blessing of the Gods, add a d12 in place of the normal die.

    Mythic Archmage:
    MYTHIC POWERS
    Charges: 5
    Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.

    Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


    Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2
    BR Yewstance wrote:
    Villain has escaped, and it's Amaryllis' turn... however, it looks like Erasmus didn't suffer the 2 Acid Damage required from passing the BYA check. Unless I misunderstood that; please retcon appropriately.

    OUCH! Yes, I totally missed that during my post.

    Discarding Starbow and Sign of the Lantern Bearer after BYA check.

    Unfortunately I think that means:
    -Erasmus will have no cards left after the first combat check
    -He will auto fail the second check
    -The villain will not be defeated but will still escape
    -Cavern will not be closed
    -Blessing from the blessings deck will be shuffled into open locations

    Sorry about that stuff up. It was a bad one! :(

    Erasmus wrote:

    Hand: Anathemic Volume, Blessing of Sarenrae, Pyrokinesis, Talisman Crafter, Mind's Eye Blade, Marksman's Bow,

    Displayed: Spirit Relatives (Baylock), Banner of Valor,
    Deck: 6 Discard: 10 Buried: 2
    Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [X]+1 [X]+2 [ ]+3
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [ ]+1 [ ]+2 [ ]+3
    Wisdom d6 [X]+1 [ ]+2
    Perception: Wisdom +3
    Charisma d8 [X]+1 [X]+2 [ ]+3
    Arcane: Charisma +1

    Favored Card: Spell
    Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
    Proficient with: Light Armors Weapons
    Powers:
    On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
    [ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    [X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
    [ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.



    I rather missed that the Villain damage changed the outcome of the battle. Very well, I'll retcon as best as possible now after Amaryllis' turn, re-doing the escape and removing 2 blessings from the hourglass as necessary.

    Escape amended. 2 blessings have been removed from the hourglass and the Cavern is re-opened. My turn will be posted later today, I hope.

    ============================

    During This Adventure:

  • The servitor demon is the henchman Treachery Demon.

    PLAYER HANDS || THREAT TEXTS || LOOT

    During This Scenario:

  • All damage dealt by the Fiendish Tree is Fire damage. 

  • When you defeat a Fiendish Tree, you may recharge a random card from your discard pile. Then you may recharge a card to immediately attempt to close the location the Fiendish Tree came from.

    Additional Rules: =
    THREAT LIST:

  • Villain: Zelmisdria and Azrivauxus
  • Henchmen: Fiendish Trees

    Displayed by Amaryllis - Temptation of Big Die:

    WotR Barrier P
    Traits: Temptation Mythic
    To Defeat: None
    Display this card next to your deck;the barrier is defeated. You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.
    "Roll 'em bigger, hurt ''em worse Don't you worry 'bout the curse! Giant boulder rumbles fine 'Specially when death's on the line!" - Plarg's song

    Scenario Level (#): 5

    Turn: 12, Ukuja/Yewstance

    Random Cards:

    Monsters
    Spoiler:
    Gargoyle
    WotR
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    This sinister crouching humanoid resembles a horned, winged demon statue_

    Spoiler:
    Horned Demon
    WotR
    Monster 4
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 26
    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.
    These hulking beasts are often employed as slavers, harem keepers, and mercenaries_

    Spoiler:
    Urannag
    WotR
    Monster 4
    Traits:
    Construct
    Obstacle
    Lock
    To Defeat:
    Combat 30
    OR Disable 17
    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.
    If you make one false move, its spiked arms and savage blades will surround you_

    Spoiler:
    Stone Golem
    WotR
    Monster 4
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 19
    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.
    As this ponderous golem inexorably advances, you'll only hear the sound of grinding stone_

    Spoiler:
    Warmonger Wasp
    WotR
    Monster 3
    Traits:
    Construct
    Vermin
    To Defeat:
    Combat 19
    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.
    This construct is an amalgum of protoplasmic flesh and pure chaos_

    Barriers
    Spoiler:
    Gift of Shamira
    WotR
    Barrier 4
    Traits:
    Temptation
    Demon
    To Defeat:
    None 0
    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, 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.

    Spoiler:
    Rallying Cry
    WotR
    Barrier B
    Traits:
    Task
    Cache
    To Defeat:
    None 0
    Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

    Spoiler:
    Blood of Eustoyriax
    WotR
    Barrier 2
    Traits:
    Temptation
    Demon
    Corrupted
    To Defeat:
    None 0
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

    Spoiler:
    Magic Ray Fusillade
    WotR
    Barrier 5
    Traits:
    Trap
    Magic
    Arcane
    To Defeat:
    Arcane
    Acrobatics
    Stealth 18
    If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

    Spoiler:
    Glimmer of Hope
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.

    Weapons
    Spoiler:
    Anarchy Hammer
    WotR
    Weapon 4
    Traits:
    Hammer
    Melee
    Bludgeoning
    Magic
    Corrupted
    Mythic
    To Acquire:
    Strength
    Melee 16
    If this card has the Corrupted trait, the difficulty of checks using this weapon against a bane that has the Demon trait increases 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.

    Spoiler:
    Shocking Lance +1
    WotR
    Weapon 3
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 13
    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 this is your first combat check of the turn, add another 1d8+1.

    Spoiler:
    Blackaxe
    WotR
    Weapon 4
    Traits:
    Axe
    Melee
    Slashing
    2-Handed
    Magic
    Corrupted
    Veteran
    To Acquire:
    Strength
    Melee 12
    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.

    Spoiler:
    Heavy Crossbow
    WotR
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Spoiler:
    Sawtooth Sabre +2
    WotR
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Veteran
    To Acquire:
    Strength
    Melee 11
    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.

    Spells
    Spoiler:
    Consecrate
    WotR
    Spell 2
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 8
    Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.

    Spoiler:
    Ghost Wolf
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 12
    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 discaring it.

    Spoiler:
    Steal Soul
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 10
    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.

    Spoiler:
    Divine Blaze
    WotR
    Spell 4
    Traits:
    Magic
    Divine
    Attack
    Fire
    To Acquire:
    Wisdom
    Divine 12
    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.

    Spoiler:
    Dismissal
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 8
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    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 10 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Celestial Armor
    WotR
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    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.

    Spoiler:
    Spellcaster's Shield
    WotR
    Armor 1
    Traits:
    Shield
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude
    Arcane
    Divine 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Imperial Army Greathelm
    WotR
    Armor 2
    Traits:
    Heavy Armor
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude
    Charisma 8
    Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Demon Armor
    WotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
    Recharge this card to reduce Combat or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Black Dragonhide Breastplate
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage dealt 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.

    Items
    Spoiler:
    Chaos Stone
    WotR
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

    Spoiler:
    Skinstitcher's Manual
    WotR
    Item 4
    Traits:
    Book
    Magic
    Corrupted
    Mythic
    To Acquire:
    Arcane
    Craft
    Divine
    Knowledge 12
    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 insted of burying it.

    Spoiler:
    Lymirin Discourses
    WotR
    Item 2
    Traits:
    Book
    Iomedae
    To Acquire:
    Wisdom
    Divine 9
    Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.

    Spoiler:
    Skinstitcher's Manual
    WotR
    Item 4
    Traits:
    Book
    Magic
    Corrupted
    Mythic
    To Acquire:
    Arcane
    Craft
    Divine
    Knowledge 12
    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 insted of burying it.

    Spoiler:
    Nectar of the Gods
    WotR
    Item B
    Traits:
    Liquid
    Mythic
    To Acquire:
    Wisdom
    Divine 9
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.

    Allies
    Spoiler:
    Interrogator
    WotR
    Ally B
    Traits:
    Human
    Inquisitor
    To Acquire:
    Knowledge 6
    OR Charisma
    Diplomacy 8
    If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result.
    Recharge this card to succeed at your Knowledge check against a bane.
    Discard this card to explore your location.

    Spoiler:
    Unfettered Imp
    WotR
    Ally 3
    Traits:
    Outsider
    Devil
    Temptation
    To Acquire:
    Intelligence
    Charisma
    Arcane 7
    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 an immediately play it.
    Reveal this card and discard a card that has the Corrupted trait to explore your location.

    Spoiler:
    Apprentice
    WotR
    Ally B
    Traits:
    Half-Elf
    To Acquire:
    Arcane
    Divine
    Charisma
    Diplomacy 8
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.

    Spoiler:
    Kamilo Dann
    WotR
    Ally 2
    Traits:
    Human
    Soldier
    To Acquire:
    None 0
    When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card.
    Discard this card to add 1d6 to your combat check.
    Discard this card to explore your location. During this exploration, add 1d4 to your first combat check.

    Spoiler:
    Thylacine
    WotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 10
    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.

    Blessings
    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Spoiler:
    Blessing of Sarenrae
    WotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Spoiler:
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Current Hour:

    Blessing of the Starsong:
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.

    Hours Remaining: 16

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 1 Erasmus/Greenclaw
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 2 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 2 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 3 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 3 Ukuja/Yewstance
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Hourglass Card 4 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 4 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 5 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 5 Amaryllis/Void_Eagle
    Blessing of Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 6 Ukuja/Yewstance
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 7 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 8 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 8 Amaryllis/Void_Eagle
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Hourglass Card 9 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 9 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 10 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 10 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 11 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 11 Amaryllis/Void_Eagle
    Blessing of Nocticula
    WotR
    Loot 4
    Type: Blessing
    Traits:
    Divine
    Nocticula
    Corrupted
    Veteran
    To Acquire:
    0
    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.
    Hourglass Card 12 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 12 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 13 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 13 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 14 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 14 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 15 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 15 Ukuja/Yewstance
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 16 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 16 Erasmus/Greenclaw
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Location #1: Dark Forest
    Closed
    At This Location: At the end of your turn, recharge your hand.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Eagle Rock
    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.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Amaryllis/Void_Eagle, None

    Eagle Rock Card 1:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Eagle Rock Card 2:
    Worm Demon
    WotR
    Monster B
    Traits:
    Outsider
    Undead
    Demon
    To Defeat:
    Combat 10
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.
    Worn demons inhabit and control the corpses of dead humanoids_
    Eagle Rock Card 3:
    Fiendish Tree
    None
    Henchman 5
    Type: Monster
    Traits:
    Plant
    Demon
    Veteran
    To Defeat:
    Combat 13
    The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
    Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
    After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
    Eagle Rock Card 4:
    Spirit Blade
    WotR
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 9
    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 spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
    Eagle Rock Card 5:
    Iron Shackles
    WotR
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Dexterity
    Disable 13
    Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
    Recharge this card when a character at your location would be moved; that character does not move.

    Location #3: Wounded Lands
    Closed
    When Permanently Closed:

    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ukuja/Yewstance,

    Location #4: Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None

    Canyon Card 1:
    Fiendish Tree
    None
    Henchman 5
    Type: Monster
    Traits:
    Plant
    Demon
    Veteran
    To Defeat:
    Combat 13
    The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
    Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
    After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
    Canyon Card 2:
    Umbral Dragon
    WotR
    Monster 4
    Traits:
    Dragon
    Mythic
    To Defeat:
    Combat 24
    THEN Combat 24
    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.
    Canyon Card 3:
    Poison Spiked Pit Trap
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Canyon Card 4:
    Will-O'-Wisp
    WotR
    Monster 3
    Traits:
    Aberration
    To Defeat:
    Combat 16
    OR Wisdom 14
    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.
    These maletic aberrations feed on the fear of terrified travelers_
    Canyon Card 5:
    Zelmisdria and Azrivauxus
    None
    Villain 5
    Type: Monster
    Traits:
    AND
    Demon
    Dragon
    Mythic
    Outsider
    To Defeat:
    Combat 40
    THEN Combat 32
    Zelmisdria and Azrivauxus are immune to the Acid, Electricity, and Poison traits.
    While you act, before any character plays a weapon or a spell, that character buries an ally or a blessing.
    Before you act, randomly choose a location that is occupied by the greatest number of characters. Each character at that location must attempt a Dexterity or Acrobatics 13 check. Each character that succeeds is dealt 2 Acid damage; each character that fails is dealt 1d4+1 Acid damage and expends 1d4 mythic charges.
    Canyon Card 6:
    Helm of the Valkyrie
    WotR
    Armor 1
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    At the end of your turn, bury this card to move.
    Recharge this card to reduce Combat 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.
    Canyon Card 7:
    Demon Hunter
    WotR
    Ally B
    Traits:
    Human
    Ranger
    To Acquire:
    Melee
    Ranged 7
    OR Charisma
    Diplomacy 6
    Discard this card to add 1d6 to your check against a bane that has the Demon trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
    Canyon Card 8:
    Heavy Crossbow
    WotR
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Canyon Card 9:
    Temptation of Favor
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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 the barrier.
    Canyon Card 10:
    Corruption Demon
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 25
    The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
    Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
    If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.
    Canyon Card 11:
    Deal with a Demon
    WotR
    Barrier 5
    Traits:
    Temptation
    Demon
    To Defeat:
    None 0
    Display this barrier next to the scenario; it is defeated. If another barrier is next to the scenario, banish 1 of them.
    While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.

    Location #5: Cavern
    At This Location: If you move or are moved from this location, move to a random other location.
    When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, move to a random open location.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Erasmus/Greenclaw, None
    Cavern Card 1:
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Cavern Card 2:
    Maze Tapestry
    WotR
    Barrier 5
    Traits:
    Obstacle
    Magic
    To Defeat:
    Wisdom
    Perception
    Survival 15
    If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.


  • Deck Handler // Searching For: TBD

    Ukuja starts his turn.
    Blessing of the Starsong discarded from the blessings deck.

    Ukuja moves to the Canyon.
    Ukuja takes his free exploration:

    Canyon Card 1: Fiendish Tree:

    None
    Henchman 5
    Type: Monster
    Traits:
    Plant
    Demon
    Veteran
    To Defeat:
    Combat 13
    The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
    Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
    After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
    Well that was quick!
    Aspect of the Bull adds 1 die to checks during the first exploration of the turn.
    BA: Prevented by Pygmy Ankylosaur.

    Combat: Ukuja reveals Oaken Staff to use Survival +1d6+1.
    Ukuja recharges Call Animal to Oaken Staff's power to add 1d6.
    Ukuja recharges Hatchetbird to add 1d6.

    Combat/Survival 23 (Hatchetbird, Aspect of the Bull): 2d10 + 7 + 5 + 1d6 + 1 + 1d6 + 1d6 ⇒ (7, 10) + 7 + 5 + (6) + 1 + (2) + (3) = 41 -> Pass.
    AA: Prevented by Pygmy Ankylosaur.

    Defeated.

    Scenario: Ukuja randomly recharges Wendifisa Spear from his discards, then recharges Reed Snake Armor to attempt to close the Canyon.
    Canyon: Ukuja encounters...

    Hourglass Card 16 Erasmus/Greenclaw - Blessing of Abraxas:

    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Auto-acquire (Divine).
    Canyon would be closed, but the villain was found there; so all cards but the villain are banished from the Canyon, which remains open.

    Ukuja hunts the fleeing drake and it's demonic rider, on a quest of vengeance for their role in the horrific twisting of these land. Staff and javelin in hand, he follows their trail to a vast, winding canyon, catching sight of them resting on a small rocky outcropping.

    Ukuja plans to explore again and encounter the villain if the party is ready to temp-close/guard the remaining two locations, since we can win the game now and I should be able to take on the villain, especially with the help of Python.

    If you're prepare to guard, please make your temp-close checks and post them as a spoiler, since they happen before anything else in the villain encounter anyway.
    If you're not prepared to guard, please indicate that in a post either here or in Discussion.

    Turn paused - awaiting input/actions from Amaryllis and Erasmus.

    "

    Ukuja wrote:

    Hand: Oaken Staff, Javelin of Lightning, Cauterize, Blessing of Abraxas, Jesker Helton, Elk, Verdant Rager, Leshykineticist, Snapping Flytrap,

    Displayed: Pygmy Ankylosaur, Python, Aspect of the Bull,
    Deck: 9 Discard: 4 Buried: 3
    Mythic Charges: 5
    Hero Points: 6
    NOTES:
    Available Support: Blessings are free to use
    Call Animal can be used to buff a check to acquire an Animal ally

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Druid of the Green Faith, Stone Axe +1, Blessing of Nivi Rhombodazzle, Blessing of Deskari
    Recharged: Angelstep, Call Animal, Hatchetbird, Wendifisa Spear, Reed Snake Armor,
    Discard Pile: Merchant Lord, Bastion of the Inheritor, Planar Crossbow +2, Blessing of the Gods,
    Buried Pile: Charm Animal, Spiritwalk Armor, Wolf,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    *Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +1
    Survival: Wisdom +3
    *Charisma d4 ☐ +1

    (* = Modified by my Mythic Charges)
    Favored Card: Ally or Weapon
    Hand Size: 6 ☑ 7 ☑ 8 ☑ 9
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the Animal trait to evade a bane you encounter ([X] or to add 1d4 plus the discarded card's adventure deck number to your combat check) ([X] or to your check to defeat a barrier) ([ ] or to reduce all damage dealt to you by 1 plus the discarded card's adventure deck number) ([ ] or to examine the top 2 cards of your location deck, then put them back in any order).
    [ ] At the end of your turn, you may recharge ([ ] or shuffle into your deck) a random card that has the Animal trait from your discard pile.
    [ ] When you play an ally that has the Animal trait on your check, you may additionally recharge a card to add 1d6.
    [ ] You may reveal any number of cards that have the Animal trait to add that number to your check against a bane, then discard ([ ] or recharge) a card that you have revealed.
    Each scenario, choose 2 Hunter Deck cohorts.

    Mythic Hierophant:
    Mythic Path B

    Powers:
    Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.

    Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.


    Pygmy Ankylosaur:
    Traits
    Animal

    Powers
    Display this card. While displayed, you may reduce all damage dealt to you by 1.

    While displayed, when you do not defeat a non-villain monster and would shuffle it into the deck it came from, you may instead put it on top of that location deck or under that deck's top card.

    While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4, or to 0 if you have a role card.

    Python:
    Traits
    Animal

    Powers
    Display this card. While displayed you gain the skill Fortitude: Constitution +2.

    While displayed, after you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

    While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card.

    "


    Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

    I'll take four damage, but since it's for the win I'll attempt to close

    Guard attempt:

    Spoiler:
    Treachery Demon
    Combat 24
    The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck.
    If defeated, draw 2 cards.

    Fail the BYA Wisdom check (rolling a d4 against a 12), so take 4 Combat damage; discarding Cloudburst, Sphere of Fire, Bound Elemental, and Gem of Mental Acuity. Using Ice and Fire for the combat check, and revealing Binder's Tome for an additional d4.
    Combat (Arcane) 24: 1d12 + 4 + 2 + 5 + 2d8 + 3 + 1d4 ⇒ (12) + 4 + 2 + 5 + (4, 3) + 3 + (2) = 35 -> Defeated, location is guarded. Also I draw two cards: BotSpellbound and Cleric of Nethys. This means I have a blessing available if needed.


    Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2

    Erasmus also ready and willing to guard.

    Guard attempt:

    Bury Anathemic Volume to move Spirit Relative marker to Nissa. Discard Sign of the Rider.
    Strength 10: 2d6 + 1d6 + 5 ⇒ (6, 1) + (6) + 5 = 18


    Deck Handler // Searching For: TBD

    Continuing turn!

    As an aside; I can't find where during this scenario Erasmus displayed his Banner of Valor, though it's listed as Displayed on his deck handler?

    =======================

    Ukuja discards Elk to explore again, adding 1d6 to Wisdom and Dexterity checks during this exploration.

    Canyon Card 5: Zelmisdria and Azrivauxus:

    None
    Villain 5
    Type: Monster
    Traits:
    AND
    Demon
    Dragon
    Mythic
    Outsider
    To Defeat:
    Combat 40
    THEN Combat 32
    Zelmisdria and Azrivauxus are immune to the Acid, Electricity, and Poison traits.
    While you act, before any character plays a weapon or a spell, that character buries an ally or a blessing.
    Before you act, randomly choose a location that is occupied by the greatest number of characters. Each character at that location must attempt a Dexterity or Acrobatics 13 check. Each character that succeeds is dealt 2 Acid damage; each character that fails is dealt 1d4+1 Acid damage and expends 1d4 mythic charges.
    Villain Step: Amaryllis and Erasmus successfully guard Cavern and Eagle Rock!
    BA: Random occupied location (by location #): 1d3 ⇒ 3 Erasmus must attempt a Dexterity/Acrobatics 13 check, suffering varying amounts of damage and charge loss depending on the result.

    Combat #1: Ukuja reveals Oaken Staff (and buries Leshykineticist (While-Acting power)) to use Survival +1d6+1.
    Ukuja recharges Cauterize to Oaken Staff's power to add 1d6.
    Ukuja discards Blessing of Abraxas to bless.
    Elk adds 1d6 during this exploration.

    After adding his number of Mythic Charges (5) to his Wisdom check, Ukuja expends all 5 Mythic Charges to replace his 5 highest dice with 5d20. {2d10+7+5+1d6+1+1d6+1d6} -> {5d20+13}
    Combat/Survival 40: 5d20 + 13 ⇒ (7, 10, 13, 17, 10) + 13 = 70 -> Pass. I get a heal from using my Mythic power, but it doesn't really matter because...
    Combat #2: Ukuja uses Python's power to re-use his previous combat result for the second combat check, passing the difficulty of 32 easily.

    Zelmisdria and Azrivauxus defeated and cornered; we win!

    At last, the succubus and her vile consort are within his reach! Erasmus and Amaryllis set off magical traps to net the dragon as Ukuja charges his staff with the mythic power vested in him by the Herald. Charged with power and hatred, Ukuja strikes at the cornered duo with beams of searing light, battering them with Divine energy as Amaryllis and Erasmus add their spells to the mix. Zelmisdria's power is outnumbered, unprepared and, in the end, utterly outmatched as the scourge of the Winged Wood is ended under the party's combined efforts.

    "

    Ukuja wrote:

    Hand: Oaken Staff, Javelin of Lightning, Jesker Helton, Verdant Rager, Snapping Flytrap,

    Displayed: Pygmy Ankylosaur, Python, Aspect of the Bull,
    Deck: 10 Discard: 6 Buried: 4
    Mythic Charges: 0
    Hero Points: 6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Druid of the Green Faith, Stone Axe +1, Blessing of Nivi Rhombodazzle, Blessing of Deskari
    Recharged: Angelstep, Call Animal, Hatchetbird, Wendifisa Spear, Reed Snake Armor, Cauterize,
    Discard Pile: Merchant Lord, Bastion of the Inheritor, Planar Crossbow +2, Blessing of the Gods, Elk, Blessing of Abraxas,
    Buried Pile: Charm Animal, Spiritwalk Armor, Wolf, Leshykineticist,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    *Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +1
    Survival: Wisdom +3
    *Charisma d4 ☐ +1

    (* = Modified by my Mythic Charges)
    Favored Card: Ally or Weapon
    Hand Size: 6 ☑ 7 ☑ 8 ☑ 9
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the Animal trait to evade a bane you encounter ([X] or to add 1d4 plus the discarded card's adventure deck number to your combat check) ([X] or to your check to defeat a barrier) ([ ] or to reduce all damage dealt to you by 1 plus the discarded card's adventure deck number) ([ ] or to examine the top 2 cards of your location deck, then put them back in any order).
    [ ] At the end of your turn, you may recharge ([ ] or shuffle into your deck) a random card that has the Animal trait from your discard pile.
    [ ] When you play an ally that has the Animal trait on your check, you may additionally recharge a card to add 1d6.
    [ ] You may reveal any number of cards that have the Animal trait to add that number to your check against a bane, then discard ([ ] or recharge) a card that you have revealed.
    Each scenario, choose 2 Hunter Deck cohorts.

    Mythic Hierophant:
    Mythic Path B

    Powers:
    Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.

    Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.


    Pygmy Ankylosaur:
    Traits
    Animal

    Powers
    Display this card. While displayed, you may reduce all damage dealt to you by 1.

    While displayed, when you do not defeat a non-villain monster and would shuffle it into the deck it came from, you may instead put it on top of that location deck or under that deck's top card.

    While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4, or to 0 if you have a role card.

    Python:
    Traits
    Animal

    Powers
    Display this card. While displayed you gain the skill Fortitude: Constitution +2.

    While displayed, after you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

    While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card.

    "


    COMPLETED SCENARIO 1-5A: DRYAD DUST

    TIER PROGRESSION:
    All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
    Amaryllis, Erasmus -> Tier 5, 1XP
    Ukuja -> Tier 5, 2XP

    SCENARIO REWARD:

  • For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace 1 item in her deck with the loot Amulet of the Abyss. At the end of each scenario, return the loot to the game box.

    DEVELOPMENT:

    The demon Zelmisdria no longer rules the Winged Wood, and the fires of its heart-grove have been extinguished. For once, you have won an untainted victory, and word is spreading of your triumph. The inhabitants of the forest have feared Zelmisdria for decades. Her defeat will shock crusaders and cultists alike, but they aren’t the only entities you meant to alarm. You killed Zelmisdria to send a message to Khorramzadeh. Now he knows that no demon is safe: not him, not Baphomet, not Deskari... no one. If the death of Zelmisidria doesn’t get his attention, nothing will.

    ACQUIRED CARDS:

    Retainer (Ally B)
    Wolf (Ally 2)
    Jesker Helton (Ally 3)

    Bastion of the Inheritor (Armor 5)
    Spiritwalk Armor (Armor 5)

    Blessing of Abraxas (Blessing B)
    Blessing of Xoveron (Blessing 5)

    Wand of Sacred Weapon (Item 2)

    Planar Crossbow +2 (Weapon 5)
    Planar Crossbow +2 (Weapon 5)

    ============================

    Please choose your feat and deck upgrades in the Discussion Thread, as usual!

    Sorry for how slow progress was. Since it's been some time since the last scenario finished, note that by my count our Skill and Power feat limits are all at Tier+1, as we had more of said feats than our tier when we converted to post-core rules. Ukuja's Card Feat limits are simply at the current Tier. but am I correct in reading that this was not true for Erasmus?

    I know Amaryllis' Card Feat limit is Tier+1, but I'm less certain for Erasmus.


  • Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2

    For the record, Erasmus displayed Banner of Valor during his failed encounter with the villain at the Cavern.

    Erasmus currently has 5 Card Feats. Why would his limits be different to the other two characters? Is it because they have played scenarios outside this adventure? I admit I've lost track of that.


    Erasmus by Greenclaw wrote:

    For the record, Erasmus displayed Banner of Valor during his failed encounter with the villain at the Cavern.

    Erasmus currently has 5 Card Feats. Why would his limits be different to the other two characters? Is it because they have played scenarios outside this adventure? I admit I've lost track of that.

    Then it seems you have Tier+1 Card Feat limits, like Amaryllis and not like Ukuja. I'd have to do some digging to find out why, though if you've played in another adventure (such as a Special) with Erasmus that would probably explain it.


    SCENARIO 1-5B: THE TOWER THAT WOULD NOT DIE

    Your victory in the Winged Wood is now legendary. You’ve punched a path through the Wounded Lands, attracting more and more attention from the hordes of Khorramzadeh. Your valiant band of crusaders always keeps one demon alive, just to make sure your tale gets told.

    Over the broken hills is your next destination, Yathscar. The Tower of Yath is not… well, look, our tale gets a bit disconcerting from here on out. If you are regaling any children with your legendary adventures, now is a good time to banish them to their bedchambers.

    The Tower of Yath is not exactly made of brick and stone. The demon princes sent a semi-sentient fragment of the Abyss into the Worldwound to serve as a living conduit of Abyssal energies. Had it been allowed to reach its final heights, the tower could have warped and shattered the wardstones decades before the present calamity. But some years back, a band of adventurers much like your own brought the tower crumbling down, slaying the Ulfen priestess Isilda before she could bring the tower’s energies to bear.

    Both the tower and Isilda persist, but they’ve survived in very different forms. The tower is a wasteland of putrescent meat-stuff sloughed from the tower’s mass as it fell. The tormented ground around the site shuddered and heaved like diseased flesh while the tower stood, and today it continues to do so, but as an undead landscape of hill-sized tumors marred by acres of scars, rivers of blood and pus, and the buzzing of millions of insects gorging and dying on its necrotic tissue.

    The priestess of Deskari is a ghost, and she has been slain at least three times since the tower fell. The demons destroyed Isilda twice, and the paladins of Mendev took their turn, but nothing seems to work. Somewhere in the still-pulsing mass of the tower is her focus. If you can find that, you can slay her forever… at least, you think you can slay her forever. In the midst of this nightmare, one can still dream.

    LOCATIONS:
    1 - ABYSSAL RIFT
    1 - FAMILY TOMB
    1 - LOCUST SHRINE
    2 - ABYSSAL RIVER
    3 - PRISON VAULT

    THREAT LIST:

  • Villain: Isilda
  • Closing Henchmen: Grimslakes

    DURING THIS SCENARIO:

  • When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location. At the end of the scenario, banish all boons displayed next to the scenario.

  • Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck.

  • If Isilda is defeated and the number of boons displayed next to the scenario is less than twice the number of characters, when checking to see if the villain escapes, treat all locations as open. (BR's Note: This can lead to the villain escaping to a Closed location, rendering the scenario unwinnable if we don't have at least 6 boons displayed next to the scenario.)


  • Starting locations and hands, please! Note that all of the henchman and villain text can be found in the threat texts spreadsheet linked in every update.

    (Also, regarding the flavor of this scenario: Ew.)

    ==========================

    During This Adventure:

  • The servitor demon is the henchman Treachery Demon.

    PLAYER HANDS || THREAT TEXTS || LOOT

    During This Scenario:

  • When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location. At the end of the scenario, banish all boons displayed next to the scenario.

  • Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck.

  • If Isilda is defeated and the number of boons displayed next to the scenario is less than twice the number of characters, when checking to see if the villain escapes, treat all locations as open. (BR's Note: This can lead to the villain escaping to a Closed location, rendering the scenario unwinnable if we don't have at least 6 boons displayed next to the scenario.)
  • Displayed Boons: 0

    Additional Rules: =
    THREAT LIST:

  • Villain: Isilda
  • Closing Henchmen: Grimslakes

    Scenario Level (#): 5

    Turn: 0, Ukuja/Yewstance

    Random Cards:

    Monsters
    Spoiler:
    Incubus
    WotR
    Monster 2
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 15
    The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
    Before you act, another character at your location summons and encounters this adventure's servitor demon.
    If undefeated, banish an ally that does not have the Animal trait.

    Spoiler:
    Ghoul
    WotR
    Monster B
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Spoiler:
    Filth Demon
    WotR
    Monster 4
    Traits:
    Demon
    Curse
    To Defeat:
    Combat 22
    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 or banish the Filth Demon; otherwise, bury the top card of your deck.

    Spoiler:
    Deacon of Death
    WotR
    Monster 4
    Traits:
    Outsider
    To Defeat:
    Combat 30
    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.
    Deacons of Death pilot skiffs along rivers in the Abyss_

    Spoiler:
    Alderpash's Ghoul
    WotR
    Monster 5
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 23
    Alderpash's Ghoul is immune to the Mental and Poison trait.
    Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
    If undefeated, end your turn.

    Barriers
    Spoiler:
    Mythic Glyph
    WotR
    Barrier 4
    Traits:
    Trap
    Magic
    Arcane
    Mythic
    To Defeat:
    Arcane
    Divine 17
    OR Intelligence
    Knowledge
    Stealth 14
    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 your hand size, rounded down.
    After you act, banish this barrier.

    Spoiler:
    Rallying Cry
    WotR
    Barrier B
    Traits:
    Task
    Cache
    To Defeat:
    None 0
    Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

    Spoiler:
    Temptation of Invincibility
    WotR
    Barrier B
    Traits:
    Temptation
    To Defeat:
    None 0
    Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. 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; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Spoiler:
    Blood of Eustoyriax
    WotR
    Barrier 2
    Traits:
    Temptation
    Demon
    Corrupted
    To Defeat:
    None 0
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

    Spoiler:
    Magic Ray Fusillade
    WotR
    Barrier 5
    Traits:
    Trap
    Magic
    Arcane
    To Defeat:
    Arcane
    Acrobatics
    Stealth 18
    If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

    Weapons
    Spoiler:
    Skirmishing Spear
    WotR
    Weapon 3
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran
    To Acquire:
    Dexterity
    Ranged 15
    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.

    Spoiler:
    Disrupting Warhammer
    WotR
    Weapon 5
    Traits:
    Hammer
    Melee
    Bludgeoning
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Swordbreaker
    WotR
    Weapon B
    Traits:
    Knife
    Melee
    Slashing
    Finesse
    Veteran
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
    Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

    Spoiler:
    Spellbreaker
    WotR
    Weapon 5
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Mythic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 16
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
    Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

    Spoiler:
    Heavy Crossbow
    WotR
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Spells
    Spoiler:
    Steal Soul
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 10
    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.

    Spoiler:
    Consecrate
    WotR
    Spell 2
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 8
    Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.

    Spoiler:
    Unearthly Aim
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 8
    Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.

    Spoiler:
    Restore Mythic Power
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    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.

    Spoiler:
    Charm Monster
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
    If you do not have the Arcane or Divine skill, banish this card after playing it.

    Armors
    Spoiler:
    Black Dragonhide Breastplate
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage dealt 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.

    Spoiler:
    Pauldrons of Unflinching Fortitude
    WotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    Mythic
    To Acquire:
    Constitution
    Fortitude 13
    Recharge this card to add your number of mythic charges to your non-combat Dexterity, Wisdom, Constitution, or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Ebon Thorn
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    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.

    Spoiler:
    Imperial Army Greathelm
    WotR
    Armor 2
    Traits:
    Heavy Armor
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude
    Charisma 8
    Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Expeditious Chain Mail
    WotR
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Acrobatics 9
    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.

    Items
    Spoiler:
    Talisman of Good
    WotR
    Item 3
    Traits:
    Accessory
    Magic
    Divine
    Mythic
    To Acquire:
    Divine 11
    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 this card instead of burying it.

    Spoiler:
    Knight's Pennon
    WotR
    Item 2
    Traits:
    Object
    To Acquire:
    Charisma
    Diplomacy 9
    When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

    Spoiler:
    Fortune's Arrow
    WotR
    Item 3
    Traits:
    Arrow
    Piercing
    Ranged
    Magic
    Mythic
    To Acquire:
    Dexterity
    Ranged 12
    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.

    Spoiler:
    Sacred Prism
    WotR
    Loot B
    Type: Item
    Traits:
    Object
    Divine
    Alchemical
    To Acquire:
    0
    Recharge this card to add the Magic trait to any check by a character at your location.
    Bury this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
    Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

    Spoiler:
    Nectar of the Gods
    WotR
    Item B
    Traits:
    Liquid
    Mythic
    To Acquire:
    Wisdom
    Divine 9
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.

    Allies
    Spoiler:
    Belthis Loumis
    WotR
    Ally B
    Traits:
    Human
    Hireling
    To Acquire:
    Craft 6
    OR Charisma
    Diplomacy 9
    Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
    Discard this card to explore your location.

    Spoiler:
    Interrogator
    WotR
    Ally B
    Traits:
    Human
    Inquisitor
    To Acquire:
    Knowledge 6
    OR Charisma
    Diplomacy 8
    If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result.
    Recharge this card to succeed at your Knowledge check against a bane.
    Discard this card to explore your location.

    Spoiler:
    Pit Gladiator
    WotR
    Ally 4
    Traits:
    Human
    Warrior
    To Acquire:
    Strength
    Melee 12
    THEN Charisma
    Diplomacy 12
    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.

    Spoiler:
    Wolverine
    WotR
    Ally 1
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 8
    If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
    Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

    Spoiler:
    Wolf
    WotR
    Ally 2
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location.

    Blessings
    Spoiler:
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Spoiler:
    Blessing of Sarenrae
    WotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 1 Erasmus/Greenclaw
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 2 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 3 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 3 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 4 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 4 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 5 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 5 Amaryllis/Void_Eagle
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 6 Ukuja/Yewstance
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 7 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 7 Erasmus/Greenclaw
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 8 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 9 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 9 Ukuja/Yewstance
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 10 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 10 Erasmus/Greenclaw
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 11 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 11 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 12 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 12 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 13 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 13 Erasmus/Greenclaw
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 14 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 14 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 15 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 15 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 16 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 16 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 17 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 17 Amaryllis/Void_Eagle
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 18 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 18 Ukuja/Yewstance
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 19 Erasmus/Greenclaw
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 20 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 20 Amaryllis/Void_Eagle
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 21 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 22 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 22 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 23 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 23 Amaryllis/Void_Eagle
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Hourglass Card 24 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 24 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 25 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 25 Erasmus/Greenclaw
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 26 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 26 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 27 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 27 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 28 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 28 Erasmus/Greenclaw
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 29 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 29 Amaryllis/Void_Eagle
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 30 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 30 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Location #1: Abyssal Rift
    Abyssal
    At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
    When Closing: This side of the location is always open. Bury a blessing to flip this card.
    When Permanently Closed: This location is never permanently closed.
    M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: {Flipside Text}

    Location #2: Family Tomb
    At This Location: When a character dies, all characters at this location die.
    When Closing: Summon and defeat the henchman Wight.
    When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #3: Locust Shrine
    Abyssal
    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.
    M: 2 Ba: 3 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #4: Abyssal River
    Abyssal
    At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    When Closing: Discard a card that has the Divine trait.
    When Permanently Closed: On closing, you are dealt 1 Poison damage.
    M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #5: Prison Vault
    Abyssal
    At This Location: If you move here, you cannot explore this location this turn.
    When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.
    When Permanently Closed: Before closing, draw any boons left in this location.
    M: 0 Ba: 4 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None


  • Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2

    Start at Locust Shrine

    Erasmus wrote:

    Hand: Starbow, Sign of the Stranger, Sign of the Rider, Talisman Crafter, Cleric of Nethys, Aegis of Recovery, Spirit Relatives,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [X]+1 [X]+2 [ ]+3
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [ ]+1 [ ]+2 [ ]+3
    Wisdom d6 [X]+1 [X]+2
    Perception: Wisdom +3
    Charisma d8 [X]+1 [X]+2 [ ]+3
    Arcane: Charisma +1

    Favored Card: Spell
    Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
    Proficient with: Light Armors Weapons
    Powers:
    On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
    [ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    [X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
    [ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.


    Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
    Amaryllis wrote:

    Hand: Blessing of the Gods 1, Binder's Tome, Mist Horn, Life Drain, Blessing of Pharasma 1, Blessing of the Spellbound 2, Blessing of the Spellbound 1,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: The Binder's Tome is available if needed for anyone at my location. Mist Horn is also available if needed. And I drew four of my blessings to start, so those are obviously available.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d8 [X] +1 [ ] +2 [ ] +3
    Acrobatics: Dexterity +2
    Constitution d8 [ ] +1 [ ] +2
    Fortitude: Constitution +2
    Intelligence d4 [ ] +1 [ ] +2
    Wisdom d4 [ ] +1 [ ] +2
    Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
    Arcane: Charisma +2

    Favored card: Spell
    Hand Size: 6 [X] 7 [ ] 8
    Proficient with: [ ] Light Armor
    POWERS
    If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([ ] or the top card of your deck) to ignore the result and reroll the dice ([ ] and add 1d4). You must take the second result.
    After ([X] and before) you reset your hand, you may attempt to recharge a spell from your discard pile.
    [X] Reduce Electricity ([ ] and Acid and Cold) damage dealt to you by 1 ([X] 2).
    [ ]When you play a Blessing of the Gods, add a d12 in place of the normal die.

    Mythic Archmage:
    MYTHIC POWERS
    Charges: 5
    Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.

    Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


    Deck Handler // Searching For: TBD

    LOOT: Blessing of Chaldira Zuzaristan -> Blessing of Deskari
    LOOT: Blessing of the Ancients -> Blessing of Nocticula

    Ukuja chooses to take the Cohorts Pygmy Ankylosaur and Python, as usual.

    Ukuja starts at the Prison Vault.

    Ukuja announces Weapon as his favored card type, then draws his opening hand, then adds his Cohorts to it...
    "

    Ukuja wrote:

    Hand: Cauterize, Blessing of Nocticula, Bearskin Armor (Core), Oaken Staff, Blessing of Nivi Rhombodazzle, Verdant Rager, Blessing of Deskari, Snapping Flytrap, Leshykineticist, Pygmy Ankylosaur, Python,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Mythic Charges: 5
    Hero Points: 6

    Ukuja displays both of his Hunter Class Deck Cohorts, and Bearskin Armor.

    "

    Ukuja wrote:

    Hand: Oaken Staff, Cauterize, Verdant Rager, Snapping Flytrap, Leshykineticist, Blessing of Nocticula, Blessing of Nivi Rhombodazzle, Blessing of Deskari,

    Displayed: Pygmy Ankylosaur, Python, Bearskin Armor (Core),
    Deck: 11 Discard: 0 Buried: 0
    Mythic Charges: 5
    Hero Points: 6
    NOTES:
    Available Support: Cauterize - Recovery to cause a local character to discard a card, then heal 1d4+1 non-random cards
    Cauterize (Via Oaken Staff) - Discard to reduce combat damage to a local character by 3
    Blessings are free to use

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Druid of the Green Faith, Aspect of the Bull, Angelstep, Hatchetbird, Elk, Charm Animal, Call Animal, Blessing of the Gods, Wendifisa Spear, Stone Axe +1, Javelin of Lightning
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    *Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +1
    Survival: Wisdom +3
    *Charisma d4 ☐ +1

    (* = Modified by my Mythic Charges)
    Favored Card: Ally or Weapon
    Hand Size: 6 ☑ 7 ☑ 8 ☑ 9
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the Animal trait to evade a bane you encounter ([X] or to add 1d4 plus the discarded card's adventure deck number to your combat check) ([X] or to your check to defeat a barrier) ([ ] or to reduce all damage dealt to you by 1 plus the discarded card's adventure deck number) ([ ] or to examine the top 2 cards of your location deck, then put them back in any order).
    [ ] At the end of your turn, you may recharge ([ ] or shuffle into your deck) a random card that has the Animal trait from your discard pile.
    [ ] When you play an ally that has the Animal trait on your check, you may additionally recharge a card to add 1d6.
    [ ] You may reveal any number of cards that have the Animal trait to add that number to your check against a bane, then discard ([ ] or recharge) a card that you have revealed.
    Each scenario, choose 2 Hunter Deck cohorts.

    Mythic Hierophant:
    Mythic Path B

    Powers:
    Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.

    Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.


    Pygmy Ankylosaur:
    Traits
    Animal

    Powers
    Display this card. While displayed, you may reduce all damage dealt to you by 1.

    While displayed, when you do not defeat a non-villain monster and would shuffle it into the deck it came from, you may instead put it on top of that location deck or under that deck's top card.

    While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4, or to 0 if you have a role card.

    Python:
    Traits
    Animal

    Powers
    Display this card. While displayed you gain the skill Fortitude: Constitution +2.

    While displayed, after you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

    While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card.

    "


    Amaryllis didn't list a starting location, so she's been left at the first location for now. If she'd like to change that, please mention it.

    Erasmus starts!

    ====================================

    During This Adventure:

  • The servitor demon is the henchman Treachery Demon.

    PLAYER HANDS || THREAT TEXTS || LOOT

    During This Scenario:

  • When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location. At the end of the scenario, banish all boons displayed next to the scenario.

  • Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck.

  • If Isilda is defeated and the number of boons displayed next to the scenario is less than twice the number of characters, when checking to see if the villain escapes, treat all locations as open. (BR's Note: This can lead to the villain escaping to a Closed location, rendering the scenario unwinnable if we don't have at least 6 boons displayed next to the scenario.)
  • Displayed Boons: 0

    Additional Rules: =
    THREAT LIST:

  • Villain: Isilda
  • Closing Henchmen: Grimslakes

    Scenario Level (#): 5

    Turn: 1, Erasmus/Greenclaw

    Random Cards:

    Monsters
    Spoiler:
    Urannag
    WotR
    Monster 4
    Traits:
    Construct
    Obstacle
    Lock
    To Defeat:
    Combat 30
    OR Disable 17
    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.
    If you make one false move, its spiked arms and savage blades will surround you_

    Spoiler:
    Demonic Cyclops
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    Giant
    To Defeat:
    Combat 28
    The Demonic Cyclops is immune to the Electricity and Poison traits. Damage dealt by the Demonic Cyclops is dealt to each character at your location.
    Before you act, examine the top 2 cards of your deck; recharge 1 and bury 1.
    They say a cyclops's eye can see the future_ This one obviously didn't like what it saw_

    Spoiler:
    Mad Knight
    WotR
    Monster 1
    Traits:
    Human
    Cavalier
    Veteran
    To Defeat:
    Combat 13
    The difficult of the check to defeat is increased by the scenario's adventure deck number.
    Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
    If defeated, draw a random blessing that has the Corrupted trait from the box.

    Spoiler:
    Filth Demon
    WotR
    Monster 4
    Traits:
    Demon
    Curse
    To Defeat:
    Combat 22
    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 or banish the Filth Demon; otherwise, bury the top card of your deck.

    Spoiler:
    Xenarth
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 24
    The Xenarth is immune to the Electricity and Poison traits.
    Before you act, the Xenarth deals 2 Acid damage to each character at your location.
    If undefeated, the Xenarth deals 2 Poison damage to you.
    If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
    Deadlier than any shark, these rare mutations are infused with demon ichor_

    Barriers
    Spoiler:
    Temptation of Arms
    WotR
    Barrier B
    Traits:
    Temptation
    To Defeat:
    None 0
    Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic weapons instead. 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; a character at your location is dealt 1d4+1 Combat damage. Otherwise the barrier is defeated.
    After you act, banish this barrier.

    Spoiler:
    Groaning Gate
    WotR
    Barrier 5
    Traits:
    Obstacle
    Magic
    Mythic
    To Defeat:
    Knowledge
    Arcane
    Divine 19
    OR Disable 16
    If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
    If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

    Spoiler:
    Blood of Eustoyriax
    WotR
    Barrier 2
    Traits:
    Temptation
    Demon
    Corrupted
    To Defeat:
    None 0
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

    Spoiler:
    Symbol of Insanity
    WotR
    Barrier 3
    Traits:
    Trap
    Magic
    To Defeat:
    Wisdom
    Divine 14
    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.

    Spoiler:
    Demonic Horde
    WotR
    Barrier B
    Traits:
    Skirmish
    Demon
    To Defeat:
    None 0
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Weapons
    Spoiler:
    Holy Glaive of Speed
    WotR
    Weapon 5
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+2. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 2d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may put this card on top of your deck to reroll the dice; take the new result.

    Spoiler:
    Rapier of Puncturing
    WotR
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.

    Spoiler:
    Marksman's Bow
    WotR
    Weapon 2
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Veteran
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

    Spoiler:
    Heavy Pick +2
    WotR
    Weapon 4
    Traits:
    Pick
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee 13
    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 a 7.

    Spoiler:
    Blackaxe
    WotR
    Weapon 4
    Traits:
    Axe
    Melee
    Slashing
    2-Handed
    Magic
    Corrupted
    Veteran
    To Acquire:
    Strength
    Melee 12
    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.

    Spells
    Spoiler:
    Dismissal
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 8
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    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 10 check to recharge this card instead of discarding it.

    Spoiler:
    Scorching Ray
    WotR
    Spell 1
    Traits:
    Magic
    Arcane
    Attack
    Fire
    To Acquire:
    Intelligence
    Arcane 6
    For your combat check, discard this card to use your Arcane skill + 2d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spoiler:
    Ice Strike
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    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.

    Spoiler:
    Divine Blaze
    WotR
    Spell 4
    Traits:
    Magic
    Divine
    Attack
    Fire
    To Acquire:
    Wisdom
    Divine 12
    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.

    Spoiler:
    Breath of Life
    WotR
    Spell 5
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 13
    Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into her deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.
    After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Demon Armor
    WotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
    Recharge this card to reduce Combat or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Imperial Army Greathelm
    WotR
    Armor 2
    Traits:
    Heavy Armor
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude
    Charisma 8
    Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Spellcaster's Shield
    WotR
    Armor 1
    Traits:
    Shield
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude
    Arcane
    Divine 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Bejeweled Helm
    WotR
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Recharge this card to add 1d6 and the Fire trait to your combat checks.
    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.

    Spoiler:
    Helm of the Serpent King
    WotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    Corrupted
    Mythic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
    Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Demon Hunter's Handbook
    WotR
    Item B
    Traits:
    Book
    Veteran
    To Acquire:
    Intelligence
    Knowledge 9
    Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

    Spoiler:
    Belt of Charging
    WotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Melee 11
    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.

    Spoiler:
    Knight's Pennon
    WotR
    Item 2
    Traits:
    Object
    To Acquire:
    Charisma
    Diplomacy 9
    When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

    Spoiler:
    Chaos Stone
    WotR
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

    Spoiler:
    Iron Shackles
    WotR
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Dexterity
    Disable 13
    Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
    Recharge this card when a character at your location would be moved; that character does not move.

    Allies
    Spoiler:
    Wolf
    WotR
    Ally 2
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location.

    Spoiler:
    Druid of the Flame
    WotR
    Ally 1
    Traits:
    Human
    Druid
    Veteran
    To Acquire:
    Survival 7
    OR Charisma
    Diplomacy 9
    Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.

    Spoiler:
    Kamilo Dann
    WotR
    Ally 2
    Traits:
    Human
    Soldier
    To Acquire:
    None 0
    When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card.
    Discard this card to add 1d6 to your combat check.
    Discard this card to explore your location. During this exploration, add 1d4 to your first combat check.

    Spoiler:
    Unfettered Imp
    WotR
    Ally 3
    Traits:
    Outsider
    Devil
    Temptation
    To Acquire:
    Intelligence
    Charisma
    Arcane 7
    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 an immediately play it.
    Reveal this card and discard a card that has the Corrupted trait to explore your location.

    Spoiler:
    Demon Hunter
    WotR
    Ally B
    Traits:
    Human
    Ranger
    To Acquire:
    Melee
    Ranged 7
    OR Charisma
    Diplomacy 6
    Discard this card to add 1d6 to your check against a bane that has the Demon trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.

    Blessings
    Spoiler:
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Spoiler:
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Spoiler:
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.

    Spoiler:
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Current Hour:

    Blessing of Nethys:
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 1 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 2 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 2 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 3 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 3 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 4 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 4 Amaryllis/Void_Eagle
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 5 Ukuja/Yewstance
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 6 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 6 Erasmus/Greenclaw
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 7 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 8 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 8 Ukuja/Yewstance
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 9 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 9 Erasmus/Greenclaw
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 10 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 10 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 11 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 11 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 12 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 12 Erasmus/Greenclaw
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 13 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 13 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 14 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 14 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 15 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 15 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 16 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 16 Amaryllis/Void_Eagle
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 17 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 17 Ukuja/Yewstance
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 18 Erasmus/Greenclaw
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 19 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 19 Amaryllis/Void_Eagle
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 20 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 21 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 21 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 22 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 22 Amaryllis/Void_Eagle
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Hourglass Card 23 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 23 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 24 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 24 Erasmus/Greenclaw
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 25 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 25 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 26 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 26 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 27 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 27 Erasmus/Greenclaw
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 28 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 28 Amaryllis/Void_Eagle
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 29 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 29 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Location #1: Abyssal Rift
    Abyssal
    At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
    When Closing: This side of the location is always open. Bury a blessing to flip this card.
    When Permanently Closed: This location is never permanently closed.
    M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Amaryllis/Void_Eagle, {Flipside Text}

    Abyssal Rift Card 1:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Abyssal Rift Card 2:
    Xenarth
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 24
    The Xenarth is immune to the Electricity and Poison traits.
    Before you act, the Xenarth deals 2 Acid damage to each character at your location.
    If undefeated, the Xenarth deals 2 Poison damage to you.
    If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
    Deadlier than any shark, these rare mutations are infused with demon ichor_
    Abyssal Rift Card 3:
    Dismissal
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 8
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    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 10 check to recharge this card instead of discarding it.
    Abyssal Rift Card 4:
    Pillar of Life
    WotR
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 12
    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 ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Abyssal Rift Card 5:
    Gargoyle
    WotR
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    This sinister crouching humanoid resembles a horned, winged demon statue_
    Abyssal Rift Card 6:
    Compelling Offer
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Abyssal Rift Card 7:
    Putrid Ooze
    WotR
    Monster 4
    Traits:
    Ooze
    Aquatic
    To Defeat:
    Combat 22
    OR Dexterity 16
    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.
    If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_
    Abyssal Rift Card 8:
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Abyssal Rift Card 9:
    Temptation of Sorcery
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Abyssal Rift Card 10:
    Grimslake
    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be_

    Location #2: Family Tomb
    At This Location: When a character dies, all characters at this location die.
    When Closing: Summon and defeat the henchman Wight.
    When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Family Tomb Card 1:
    Toad Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    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.
    Family Tomb Card 2:
    Fire Shield
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    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.
    Family Tomb Card 3:
    Demon Eater
    WotR
    Monster 3
    Traits:
    Outsider
    To Defeat:
    Combat 21
    Armors may not be played during this encounter.
    If undefeated, bury 1d4+1 random cards from your discard pile.
    Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_
    Family Tomb Card 4:
    Greed
    WotR
    Barrier 4
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Family Tomb Card 5:
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Family Tomb Card 6:
    Sawtooth Sabre +2
    WotR
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Veteran
    To Acquire:
    Strength
    Melee 11
    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.
    Family Tomb Card 7:
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Family Tomb Card 8:
    Grimslake
    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be_
    Family Tomb Card 9:
    Climber's Gloves
    WotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Survival 12
    OR Constitution
    Fortitude 10
    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.
    Family Tomb Card 10:
    Decemvirate Helm
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    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.

    Location #3: Locust Shrine
    Abyssal
    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.
    M: 2 Ba: 3 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Erasmus/Greenclaw, None
    Locust Shrine Card 1:
    Gift of Nocticula
    WotR
    Barrier 4
    Traits:
    Temptation
    Deity
    Demon
    To Defeat:
    None 0
    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.
    Locust Shrine Card 2:
    Stone Golem
    WotR
    Monster 4
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 19
    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.
    As this ponderous golem inexorably advances, you'll only hear the sound of grinding stone_
    Locust Shrine Card 3:
    Refuge
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane 13
    OR Wisdom
    Divine 9
    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.
    Locust Shrine Card 4:
    Animal Tamer
    WotR
    Ally B
    Traits:
    Human
    Ranger
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 9
    Reveal this card to add 1d6 to your check against a card that has the Animal trait.
    Discard this card to explore your location.
    Locust Shrine Card 5:
    Poison Spiked Pit Trap
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Locust Shrine Card 6:
    Grimslake
    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be_
    Locust Shrine Card 7:
    Death of Righteousness
    WotR
    Barrier 2
    Traits:
    Trap
    Mental
    Magic
    To Defeat:
    Wisdom 12
    OR Knowledge 10
    Each character at your location encounters this barrier.
    If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
    After you act, banish this barrier.
    Locust Shrine Card 8:
    Black Dragonhide Breastplate
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage dealt 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.
    Locust Shrine Card 9:
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Locust Shrine Card 10:
    Salamander
    WotR
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

    Location #4: Abyssal River
    Abyssal
    At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    When Closing: Discard a card that has the Divine trait.
    When Permanently Closed: On closing, you are dealt 1 Poison damage.
    M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Abyssal River Card 1:
    Poison Spiked Pit Trap
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Abyssal River Card 2:
    Dominion Scientist
    WotR
    Monster 3
    Traits:
    Aberration
    Sorcerer
    To Defeat:
    Combat 21
    OR Knowledge 15
    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.
    These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_
    Abyssal River Card 3:
    Glimmer of Hope
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Abyssal River Card 4:
    Lann
    WotR
    Ally 1
    Traits:
    Mongrel
    Guard
    Veteran
    To Acquire:
    Charisma
    Diplomacy 0
    The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
    For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
    Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.
    Abyssal River Card 5:
    Isilda
    None
    Villain 5
    Type: Monster
    Traits:
    Cleric
    Ghost
    Incorporeal
    Mythic
    Undead
    To Defeat:
    Combat 40
    Isilda is immune to the Mental and Poison traits.
    Before you act, attempt a Divine or Knowledge 20 check. If you fail, either expend 1d4+1 mythic charges or bury your role card. If you succeed, or if you play a spell that has the Force trait, add 5 to your check to defeat.
    If the check to defeat does not have the Magic trait, Isilda is undefeated.
    Abyssal River Card 6:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Abyssal River Card 7:
    Cultist Archer
    WotR
    Monster 2
    Traits:
    Half-Elf
    Cultist
    Ranger
    To Defeat:
    Combat 14
    Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
    Abyssal River Card 8:
    Cape of Wasps
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    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.
    Abyssal River Card 9:
    Wrecker Demon
    WotR
    Monster 1
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 14
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.
    These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
    Abyssal River Card 10:
    Horn of Assured Victory
    WotR
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
    Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

    Location #5: Prison Vault
    Abyssal
    At This Location: If you move here, you cannot explore this location this turn.
    When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.
    When Permanently Closed: Before closing, draw any boons left in this location.
    M: 0 Ba: 4 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ukuja/Yewstance, None
    Prison Vault Card 1:
    Spiked Pit Trap
    WotR
    Barrier B
    Traits:
    Trap
    Veteran
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
    Prison Vault Card 2:
    Temptation of Favor
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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 the barrier.
    Prison Vault Card 3:
    Grimslake
    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be_
    Prison Vault Card 4:
    Boomcrown
    WotR
    Item 4
    Traits:
    Accessory
    Magic
    Attack
    Veteran
    To Acquire:
    Charisma
    Divine 13
    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.
    Prison Vault Card 5:
    Armor of the Pious
    WotR
    Armor 2
    Traits:
    Heavy Armor
    Magic
    Healing
    To Acquire:
    Constitution
    Fortitude 8
    When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
    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.
    Prison Vault Card 6:
    Magic Ray Fusillade
    WotR
    Barrier 5
    Traits:
    Trap
    Magic
    Arcane
    To Defeat:
    Arcane
    Acrobatics
    Stealth 18
    If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
    Prison Vault Card 7:
    Temptation of Attraction
    WotR
    Barrier B
    Traits:
    Temptation
    To Defeat:
    None 0
    Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
    After you act, banish this barrier.
    Prison Vault Card 8:
    Terraform
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    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.
    Prison Vault Card 9:
    Stalker's Crossbow
    WotR
    Weapon 4
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 11
    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.
    Prison Vault Card 10:
    Wand of Sacred Weapon
    WotR
    Item 2
    Traits:
    Wand
    Attack
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 10
    For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.


  • Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

    Sorry, completely forgot about that. Normally, I probably would've started at the Family Tomb, but given that I only have one offensive spell, and a bunch of blessings, it's probably better to start at the Abyssal Rift.


    Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2

    Start of Turn: Recharge Sign of the Rider, Sign of the Stranger to add +4 to all checks this turn.
    Explore Locust Shrine

    Gift of Nocticula:

    WotR
    Barrier 4
    Traits:
    Temptation
    Deity
    Demon
    To Defeat:
    None 0
    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.

    Derakni:
    Derakni
    Henchman Monster B

    Traits:
    Outsider
    Demon

    Check:
    Combat 13

    Powers:
    The Derkani is immune to the Electricity and Poison traits. Add 5 to your checks against this henchman if you succeed at an Intelligence or Knowledge 9 check, or if the check has the Force trait.
    Before you act, each character at your locationa ttempts at a Wisdom 5 check. For each character that fails, a random character at her location is dealt 2 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Intelligence 9: 1d8 + 4 ⇒ (1) + 4 = 5
    BYA Wisdom 5: 1d6 + 2 + 5 - 2 + 4 ⇒ (3) + 2 + 5 - 2 + 4 = 12
    Place Marker on Spirit Relatives on Baylock.
    Reveal Marksman's Bow.
    Combat (Dexterity) 13: 1d8 + 2 - 2 + 1d6 + 3 - 2 + 1d6 + 5 - 2 + 4 ⇒ (1) + 2 - 2 + (1) + 3 - 2 + (5) + 5 - 2 + 4 = 15 Defeated!

    Defeat and display Gift of Nocticula next to scenario.

    Discard Talisman Crafter to explore again.

    Stone Golem:

    WotR
    Monster 4
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 19
    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.
    As this ponderous golem inexorably advances, you'll only hear the sound of grinding stone_

    Reveal Starbow
    Combat (Dexterity) 19: 1d8 + 2 + 1d6 + 3 + 1d6 + 5 + 4 ⇒ (5) + 2 + (2) + 3 + (1) + 5 + 4 = 22 Defeated!

    Erasmus heads into a foul shrine to Deskari, finding a tainted gift from the Demon Lord Nocticula, tucking it away but having little intention of using it soon.

    He has to fight off both a Derakni and a stone golem, skewering one and shattering the other with well placed shots from his bow.

    End Turn. Reveal Aegis of Recovery to recharge Talisman Crafter. Reset Hand.

    Erasmus wrote:

    Hand: Starbow, Banner of Valor, Blessing of Shax, Talisman Crafter, Cleric of Nethys, Aegis of Recovery, Spirit Relatives,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [X]+1 [X]+2 [ ]+3
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [ ]+1 [ ]+2 [ ]+3
    Wisdom d6 [X]+1 [X]+2
    Perception: Wisdom +3
    Charisma d8 [X]+1 [X]+2 [ ]+3
    Arcane: Charisma +1

    Favored Card: Spell
    Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
    Proficient with: Light Armors Weapons
    Powers:
    On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
    [ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    [X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
    [ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.


    Update posted for Amaryllis.

    You know, the new PACS ruleset actually makes Gift of Nocticula... you know, usable? If we lose a Skill Feat, we can just earn another one instead of stockpiling a Hero Point when we have no other feats to gain anyway.

    ======================================

    During This Adventure:

  • The servitor demon is the henchman Treachery Demon.

    PLAYER HANDS || THREAT TEXTS || LOOT

    During This Scenario:

  • When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location. At the end of the scenario, banish all boons displayed next to the scenario.

  • Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck.

  • If Isilda is defeated and the number of boons displayed next to the scenario is less than twice the number of characters, when checking to see if the villain escapes, treat all locations as open. (BR's Note: This can lead to the villain escaping to a Closed location, so we do need to display enough boons to win.)
  • Displayed Boons: 0

    Additional Rules: =
    THREAT LIST:

  • Villain: Isilda
  • Closing Henchmen: Grimslakes

    DISPLAYED: Gift of Nocticula (Post-Roll +1d20):
    Gift of Nocticula
    WotR
    Barrier 4
    Traits:
    Temptation
    Deity
    Demon
    To Defeat:
    None 0
    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.

    Scenario Level (#): 5

    Turn: 2, Amaryllis/Void_Eagle

    Random Cards:

    Monsters
    Spoiler:
    Spite Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 22
    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.
    Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_

    Spoiler:
    Peryton
    WotR
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 14
    If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
    If unefeated, the damage dealth by the Peryton is increased by 3.
    Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_

    Spoiler:
    Demonic Fly
    WotR
    Monster 1
    Traits:
    Vermin
    Demon
    To Defeat:
    Combat 13
    The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
    If defeated, each character at your location is dealt 1 Acid damage.
    If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

    Spoiler:
    Filth Demon
    WotR
    Monster 4
    Traits:
    Demon
    Curse
    To Defeat:
    Combat 22
    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 or banish the Filth Demon; otherwise, bury the top card of your deck.

    Spoiler:
    Incubus
    WotR
    Monster 2
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 15
    The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
    Before you act, another character at your location summons and encounters this adventure's servitor demon.
    If undefeated, banish an ally that does not have the Animal trait.

    Barriers
    Spoiler:
    Groaning Gate
    WotR
    Barrier 5
    Traits:
    Obstacle
    Magic
    Mythic
    To Defeat:
    Knowledge
    Arcane
    Divine 19
    OR Disable 16
    If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
    If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

    Spoiler:
    Arboreal Blight
    WotR
    Barrier B
    Traits:
    Skirmish
    Demon
    To Defeat:
    None 0
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

    Spoiler:
    Temptation of Invincibility
    WotR
    Barrier B
    Traits:
    Temptation
    To Defeat:
    None 0
    Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. 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; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Spoiler:
    Magic Ray Fusillade
    WotR
    Barrier 5
    Traits:
    Trap
    Magic
    Arcane
    To Defeat:
    Arcane
    Acrobatics
    Stealth 18
    If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

    Spoiler:
    Rallying Cry
    WotR
    Barrier B
    Traits:
    Task
    Cache
    To Defeat:
    None 0
    Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

    Weapons
    Spoiler:
    Heavy Pick +2
    WotR
    Weapon 4
    Traits:
    Pick
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee 13
    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 a 7.

    Spoiler:
    Sword of Subtlety
    WotR
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Marksman's Bow
    WotR
    Weapon 2
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Veteran
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

    Spoiler:
    Scizore +3
    WotR
    Weapon 4
    Traits:
    Scizore
    Shield
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee 12
    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.

    Spoiler:
    Skirmishing Spear
    WotR
    Weapon 3
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran
    To Acquire:
    Dexterity
    Ranged 15
    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.

    Spells
    Spoiler:
    Elemental Bombardment
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Spoiler:
    Good Omen
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    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 8 check to recharge this card instead of discarding it.

    Spoiler:
    Hellmouth Lash
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 10
    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.

    Spoiler:
    Mirror Image
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 6
    Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Death's Touch
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Helm of the Valkyrie
    WotR
    Armor 1
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    At the end of your turn, bury this card to move.
    Recharge this card to reduce Combat 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.

    Spoiler:
    Expeditious Chain Mail
    WotR
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Acrobatics 9
    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.

    Spoiler:
    Bejeweled Helm
    WotR
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Recharge this card to add 1d6 and the Fire trait to your combat checks.
    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.

    Spoiler:
    Celestial Armor
    WotR
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    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.

    Spoiler:
    Spiked Plate
    WotR
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    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.

    Items
    Spoiler:
    Lymirin Discourses
    WotR
    Item 2
    Traits:
    Book
    Iomedae
    To Acquire:
    Wisdom
    Divine 9
    Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.

    Spoiler:
    Skinstitcher's Manual
    WotR
    Item 4
    Traits:
    Book
    Magic
    Corrupted
    Mythic
    To Acquire:
    Arcane
    Craft
    Divine
    Knowledge 12
    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 insted of burying it.

    Spoiler:
    Nectar of the Gods
    WotR
    Item B
    Traits:
    Liquid
    Mythic
    To Acquire:
    Wisdom
    Divine 9
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.

    Spoiler:
    Pure Holy Water
    WotR
    Item 3
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Craft
    Wisdom
    Divine 12
    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.

    Spoiler:
    Manual of War
    WotR
    Item 1
    Traits:
    Book
    To Acquire:
    Melee
    Ranged 8
    Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

    Allies
    Spoiler:
    Verbovezzor
    WotR
    Ally 5
    Traits:
    Vermin
    Swarm
    Mythic
    To Acquire:
    None 0
    To acquire this card, each character summons and encounters the henchman Vescavor Swarm. If all the henchmen are defeated by at least 10, you acquire this card.
    Display this card and take a number of mythic charges equal to your charges from the box and put them on this card. While displayed, each character may expend any number of these charges a if they were her own this turn. At the end of the turn, shuffle this card into a random open location deck.

    Spoiler:
    Pegasus
    WotR
    Ally 3
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Survival 11
    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.

    Spoiler:
    Thylacine
    WotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 10
    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.

    Spoiler:
    Druid of the Storm
    WotR
    Ally 2
    Traits:
    Human
    Druid
    Veteran
    To Acquire:
    Divine 7
    OR Charisma
    Diplomacy 9
    Discard this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

    Spoiler:
    Quadnys Orlun
    WotR
    Ally 1
    Traits:
    Human
    Wizard
    To Acquire:
    Arcane
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.

    Blessings
    Spoiler:
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Spoiler:
    Blessing of Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Spoiler:
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Current Hour:

    Blessing of Ascension:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Hours Remaining: 28

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 1 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 2 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 2 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 3 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 3 Amaryllis/Void_Eagle
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 4 Ukuja/Yewstance
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 5 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 5 Erasmus/Greenclaw
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 6 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 7 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 7 Ukuja/Yewstance
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 8 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 8 Erasmus/Greenclaw
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 9 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 9 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 10 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 10 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 11 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 11 Erasmus/Greenclaw
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 12 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 12 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 13 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 13 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 14 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 14 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 15 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 15 Amaryllis/Void_Eagle
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 16 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 16 Ukuja/Yewstance
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 17 Erasmus/Greenclaw
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 18 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 18 Amaryllis/Void_Eagle
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 19 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 20 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 20 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 21 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 21 Amaryllis/Void_Eagle
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Hourglass Card 22 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 22 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 23 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 23 Erasmus/Greenclaw
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 24 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 24 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 25 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 25 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 26 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 26 Erasmus/Greenclaw
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 27 Amaryllis/Void_Eagle
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 28 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 28 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Location #1: Abyssal Rift
    Abyssal
    At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
    When Closing: This side of the location is always open. Bury a blessing to flip this card.
    When Permanently Closed: This location is never permanently closed.
    M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Amaryllis/Void_Eagle, {Flipside Text}

    Abyssal Rift Card 1:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Abyssal Rift Card 2:
    Xenarth
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 24
    The Xenarth is immune to the Electricity and Poison traits.
    Before you act, the Xenarth deals 2 Acid damage to each character at your location.
    If undefeated, the Xenarth deals 2 Poison damage to you.
    If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
    Deadlier than any shark, these rare mutations are infused with demon ichor_
    Abyssal Rift Card 3:
    Dismissal
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 8
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    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 10 check to recharge this card instead of discarding it.
    Abyssal Rift Card 4:
    Pillar of Life
    WotR
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 12
    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 ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Abyssal Rift Card 5:
    Gargoyle
    WotR
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    This sinister crouching humanoid resembles a horned, winged demon statue_
    Abyssal Rift Card 6:
    Compelling Offer
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Abyssal Rift Card 7:
    Putrid Ooze
    WotR
    Monster 4
    Traits:
    Ooze
    Aquatic
    To Defeat:
    Combat 22
    OR Dexterity 16
    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.
    If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_
    Abyssal Rift Card 8:
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Abyssal Rift Card 9:
    Temptation of Sorcery
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Abyssal Rift Card 10:
    Grimslake
    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be_

    Location #2: Family Tomb
    At This Location: When a character dies, all characters at this location die.
    When Closing: Summon and defeat the henchman Wight.
    When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Family Tomb Card 1:
    Toad Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    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.
    Family Tomb Card 2:
    Fire Shield
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    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.
    Family Tomb Card 3:
    Demon Eater
    WotR
    Monster 3
    Traits:
    Outsider
    To Defeat:
    Combat 21
    Armors may not be played during this encounter.
    If undefeated, bury 1d4+1 random cards from your discard pile.
    Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_
    Family Tomb Card 4:
    Greed
    WotR
    Barrier 4
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Family Tomb Card 5:
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Family Tomb Card 6:
    Sawtooth Sabre +2
    WotR
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Veteran
    To Acquire:
    Strength
    Melee 11
    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.
    Family Tomb Card 7:
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Family Tomb Card 8:
    Grimslake
    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be_
    Family Tomb Card 9:
    Climber's Gloves
    WotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Survival 12
    OR Constitution
    Fortitude 10
    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.
    Family Tomb Card 10:
    Decemvirate Helm
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    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.

    Location #3: Locust Shrine
    Abyssal
    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.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Erasmus/Greenclaw, None
    Locust Shrine Card 1:
    Refuge
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane 13
    OR Wisdom
    Divine 9
    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.
    Locust Shrine Card 2:
    Animal Tamer
    WotR
    Ally B
    Traits:
    Human
    Ranger
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 9
    Reveal this card to add 1d6 to your check against a card that has the Animal trait.
    Discard this card to explore your location.
    Locust Shrine Card 3:
    Poison Spiked Pit Trap
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Locust Shrine Card 4:
    Grimslake
    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be_
    Locust Shrine Card 5:
    Death of Righteousness
    WotR
    Barrier 2
    Traits:
    Trap
    Mental
    Magic
    To Defeat:
    Wisdom 12
    OR Knowledge 10
    Each character at your location encounters this barrier.
    If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
    After you act, banish this barrier.
    Locust Shrine Card 6:
    Black Dragonhide Breastplate
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage dealt 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.
    Locust Shrine Card 7:
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Locust Shrine Card 8:
    Salamander
    WotR
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

    Location #4: Abyssal River
    Abyssal
    At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    When Closing: Discard a card that has the Divine trait.
    When Permanently Closed: On closing, you are dealt 1 Poison damage.
    M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Abyssal River Card 1:
    Poison Spiked Pit Trap
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Abyssal River Card 2:
    Dominion Scientist
    WotR
    Monster 3
    Traits:
    Aberration
    Sorcerer
    To Defeat:
    Combat 21
    OR Knowledge 15
    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.
    These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_
    Abyssal River Card 3:
    Glimmer of Hope
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Abyssal River Card 4:
    Lann
    WotR
    Ally 1
    Traits:
    Mongrel
    Guard
    Veteran
    To Acquire:
    Charisma
    Diplomacy 0
    The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
    For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
    Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.
    Abyssal River Card 5:
    Isilda
    None
    Villain 5
    Type: Monster
    Traits:
    Cleric
    Ghost
    Incorporeal
    Mythic
    Undead
    To Defeat:
    Combat 40
    Isilda is immune to the Mental and Poison traits.
    Before you act, attempt a Divine or Knowledge 20 check. If you fail, either expend 1d4+1 mythic charges or bury your role card. If you succeed, or if you play a spell that has the Force trait, add 5 to your check to defeat.
    If the check to defeat does not have the Magic trait, Isilda is undefeated.
    Abyssal River Card 6:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Abyssal River Card 7:
    Cultist Archer
    WotR
    Monster 2
    Traits:
    Half-Elf
    Cultist
    Ranger
    To Defeat:
    Combat 14
    Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
    Abyssal River Card 8:
    Cape of Wasps
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    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.
    Abyssal River Card 9:
    Wrecker Demon
    WotR
    Monster 1
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 14
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.
    These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
    Abyssal River Card 10:
    Horn of Assured Victory
    WotR
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
    Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

    Location #5: Prison Vault
    Abyssal
    At This Location: If you move here, you cannot explore this location this turn.
    When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.
    When Permanently Closed: Before closing, draw any boons left in this location.
    M: 0 Ba: 4 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ukuja/Yewstance, None
    Prison Vault Card 1:
    Spiked Pit Trap
    WotR
    Barrier B
    Traits:
    Trap
    Veteran
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
    Prison Vault Card 2:
    Temptation of Favor
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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 the barrier.
    Prison Vault Card 3:
    Grimslake
    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be_
    Prison Vault Card 4:
    Boomcrown
    WotR
    Item 4
    Traits:
    Accessory
    Magic
    Attack
    Veteran
    To Acquire:
    Charisma
    Divine 13
    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.
    Prison Vault Card 5:
    Armor of the Pious
    WotR
    Armor 2
    Traits:
    Heavy Armor
    Magic
    Healing
    To Acquire:
    Constitution
    Fortitude 8
    When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
    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.
    Prison Vault Card 6:
    Magic Ray Fusillade
    WotR
    Barrier 5
    Traits:
    Trap
    Magic
    Arcane
    To Defeat:
    Arcane
    Acrobatics
    Stealth 18
    If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
    Prison Vault Card 7:
    Temptation of Attraction
    WotR
    Barrier B
    Traits:
    Temptation
    To Defeat:
    None 0
    Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
    After you act, banish this barrier.
    Prison Vault Card 8:
    Terraform
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    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.
    Prison Vault Card 9:
    Stalker's Crossbow
    WotR
    Weapon 4
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 11
    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.
    Prison Vault Card 10:
    Wand of Sacred Weapon
    WotR
    Item 2
    Traits:
    Wand
    Attack
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 10
    For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.


  • Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

    Amaryllis starts her turn.
    It's the hour of Ascension.

    Amaryllis stays at the Abyssal Rift, and takes her free exploration.

    Blessing of Ascension:
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Have a mythic charge, so auto-acquire

    Amaryllis discards Blessing of Ascension to explore again.

    Xenarth:
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 24
    The Xenarth is immune to the Electricity and Poison traits.
    Before you act, the Xenarth deals 2 Acid damage to each character at your location.
    If undefeated, the Xenarth deals 2 Poison damage to you.
    If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
    Deadlier than any shark, these rare mutations are infused with demon ichor

    Displaying Mist Horn, and using it to prevent the acid damage from the Xenarth. Using Life Drain for the combat, and revealing the Binder's Tome for an extra d4. Then the BoPharasma for an additional 2d4.
    Combat (Arcane) 24: 1d12 + 4 + 2 + 5 + 2d4 + 1d4 + 2d4 ⇒ (10) + 4 + 2 + 5 + (3, 1) + (1) + (2, 3) = 31 -> Success, but there are more than 4 cards in the location, so it gets shuffled back in. Then heal one from Life Drain: Blessing of Pharasma 1.

    Amaryllis ends her turn, flips the location card, auto-recharges Life Drain (d12+11 vs 9), and resets her hand.

    Amaryllis wrote:

    Hand: Blessing of the Gods 1, Binder's Tome, Blessing of Pharasma 2, Black Robe, Cleric of Nethys, Blessing of the Spellbound 2, Blessing of the Spellbound 1,

    Displayed: Mist Horn,
    Deck: 12 Discard: 1 Buried: 0
    Notes: The Binder's Tome is available if needed for anyone at my location. The blessings are also available, and they add d12 instead of the normal die.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d8 [X] +1 [ ] +2 [ ] +3
    Acrobatics: Dexterity +2
    Constitution d8 [ ] +1 [ ] +2
    Fortitude: Constitution +2
    Intelligence d4 [ ] +1 [ ] +2
    Wisdom d4 [ ] +1 [ ] +2
    Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
    Arcane: Charisma +2

    Favored card: Spell
    Hand Size: 6 [X] 7 [ ] 8
    Proficient with: [ ] Light Armor
    POWERS
    If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([ ] or the top card of your deck) to ignore the result and reroll the dice ([ ] and add 1d4). You must take the second result.
    After ([X] and before) you reset your hand, you may attempt to recharge a spell from your discard pile.
    [X] Reduce Electricity ([ ] and Acid and Cold) damage dealt to you by 1 ([X] 2).
    [ ]When you play a Blessing of the Gods, add a d12 in place of the normal die.

    Mythic Archmage:
    MYTHIC POWERS
    Charges: 5
    Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.

    Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


    Deck Handler // Searching For: TBD

    Ukuja starts his turn.
    Blessing of Ascension discarded from the blessings deck.

    Ukuja stays at the Prison Vault.
    Ukuja takes his free exploration:

    Prison Vault Card 1: Spiked Pit Trap:

    WotR
    Barrier B
    Traits:
    Trap
    Veteran
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
    Ukuja discards Blessing of Nivi Rhombodazzle to add 2d6, bumping '6s' on d6s to '7'.
    Wisdom 12 (Blessing of Nivi Rhombodazzle): 1d10 + 4 + 5 + 2d6 ⇒ (2) + 4 + 5 + (3, 5) = 19 -> Pass.
    Defeated.

    Spiked Pit Trap: Ukuja explores again.

    Prison Vault Card 2: Temptation of Favor:

    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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 the barrier.
    Ukuja draws...
    Blessing of Shax
    Blessing of Iomedae
    Blessing of Abraxas

    And doesn't add any of them to his hand; banishing them all.
    Defeated.

    Ukuja discards Verdant Rager to explore again, adding 1d6 to combat and Survival checks during this exploration.

    Prison Vault Card 3: Grimslake:

    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    BA: Ukuja reloads Python to ignore the BA.
    Survival 12 (Verdant Rager): 1d10 + 7 + 5 + 1d6 ⇒ (6) + 7 + 5 + (6) = 24 -> Autopass.
    Defeated.

    Ukuja recharges Leshykineticist and discards Cauterize for Leshykineticist's power to explore again.

    Prison Vault Card 4: Boomcrown:

    WotR
    Item 4
    Traits:
    Accessory
    Magic
    Attack
    Veteran
    To Acquire:
    Charisma
    Divine 13
    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.
    Choose to fail.
    Scenario: Boomcrown is displayed next to the scenario. Ukuja searches the rest of the cards in the Prison Vault...

    Scenario: Ukuja chooses to attempt to close the Prison Vault.
    Ukuja banishes (as per PACS rules) Blessing of Nocticula to bless twice and add the AD# to his check.

    Dexterity 11 (Blessing of Nocticula): 3d10 + 2 + 5 ⇒ (10, 5, 2) + 2 + 5 = 24 -> Pass.

    Scenario: Before closing; Ukuja sets aside Terraform, Stalker's Crossbow, and Wand of Sacred Weapon from the location.
    Prison Vault: Before closing; Ukuja draws Armor of the Pious from the location.

    Prison Vault closed! The boons previously set aside are shuffled back into the location deck.

    Ukuja buries Snapping Flytrap to search and draw Angelstep, Leshykineticist and Verdant Ranger from his deck and discards, then shuffles his deck.

    I'd happily take this chance to explore into the remaining boons and get them displayed... but unfortunately the Core Rulebook prevents me from exploring again (even at the same location) once I've closed a location during my explore step. Core rules make this scenario a tiny bit harder, it seems.

    Ukuja ends his turn.
    Ukuja resets his hand, revealing Angelstep, Leshykineticist and Verdant Ranger to increase his hand size by 3.
    No flavour today.

    "

    Ukuja wrote:

    Hand: Oaken Staff, Stone Axe +1, Call Animal, Aspect of the Bull, Armor of the Pious, Angelstep, Druid of the Green Faith, Hatchetbird, Verdant Rager, Leshykineticist, Blessing of Deskari, Blessing of the Gods,

    Displayed: Pygmy Ankylosaur, Python, Bearskin Armor (Core),
    Deck: 4 Discard: 2 Buried: 1
    Mythic Charges: 5
    Hero Points: 6
    NOTES:
    Available Support: Call Animal - Recharge to add 1d8 to any check to acquire an Animal
    Angelstep - Recharge to heal a local character 1d4+1 cards
    Blessings are free to use
    Other: I wouldn't worry about displaying the leftover boons at this location unless we need to later. Since we need to display at least one boon to close each location anyway, getting 5 more displayed seems easy.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wendifisa Spear, Charm Animal, Elk, Javelin of Lightning
    Recharged:
    Discard Pile: Blessing of Nivi Rhombodazzle, Cauterize,
    Buried Pile: Snapping Flytrap,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    *Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +1
    Survival: Wisdom +3
    *Charisma d4 ☐ +1

    (* = Modified by my Mythic Charges)
    Favored Card: Ally or Weapon
    Hand Size: 6 ☑ 7 ☑ 8 ☑ 9
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the Animal trait to evade a bane you encounter ([X] or to add 1d4 plus the discarded card's adventure deck number to your combat check) ([X] or to your check to defeat a barrier) ([ ] or to reduce all damage dealt to you by 1 plus the discarded card's adventure deck number) ([ ] or to examine the top 2 cards of your location deck, then put them back in any order).
    [ ] At the end of your turn, you may recharge ([ ] or shuffle into your deck) a random card that has the Animal trait from your discard pile.
    [ ] When you play an ally that has the Animal trait on your check, you may additionally recharge a card to add 1d6.
    [ ] You may reveal any number of cards that have the Animal trait to add that number to your check against a bane, then discard ([ ] or recharge) a card that you have revealed.
    Each scenario, choose 2 Hunter Deck cohorts.

    Mythic Hierophant:
    Mythic Path B

    Powers:
    Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.

    Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.


    Pygmy Ankylosaur:
    Traits
    Animal

    Powers
    Display this card. While displayed, you may reduce all damage dealt to you by 1.

    While displayed, when you do not defeat a non-villain monster and would shuffle it into the deck it came from, you may instead put it on top of that location deck or under that deck's top card.

    While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4, or to 0 if you have a role card.

    Python:
    Traits
    Animal

    Powers
    Display this card. While displayed you gain the skill Fortitude: Constitution +2.

    While displayed, after you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

    While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card.

    "


    During This Adventure:

  • The servitor demon is the henchman Treachery Demon.

    PLAYER HANDS || THREAT TEXTS || LOOT

    During This Scenario:

  • When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location. At the end of the scenario, banish all boons displayed next to the scenario.

  • Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck.

  • If Isilda is defeated and the number of boons displayed next to the scenario is less than twice the number of characters, when checking to see if the villain escapes, treat all locations as open. (BR's Note: This can lead to the villain escaping to a Closed location, so we do need to display enough boons to win.)
  • Displayed Boons: 1/6

    Additional Rules: =
    THREAT LIST:

  • Villain: Isilda
  • Henchmen: Grimslakes

    DISPLAYED: Gift of Nocticula (Post-Roll +1d20):
    Gift of Nocticula
    WotR
    Barrier 4
    Traits:
    Temptation
    Deity
    Demon
    To Defeat:
    None 0
    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.

    Scenario Level (#): 5

    Turn: 4, Erasmus/Greenclaw

    Random Cards:

    Monsters
    Spoiler:
    Horned Demon
    WotR
    Monster 4
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 26
    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.
    These hulking beasts are often employed as slavers, harem keepers, and mercenaries_

    Spoiler:
    Incubus
    WotR
    Monster 2
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 15
    The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
    Before you act, another character at your location summons and encounters this adventure's servitor demon.
    If undefeated, banish an ally that does not have the Animal trait.

    Spoiler:
    Demonic Cyclops
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    Giant
    To Defeat:
    Combat 28
    The Demonic Cyclops is immune to the Electricity and Poison traits. Damage dealt by the Demonic Cyclops is dealt to each character at your location.
    Before you act, examine the top 2 cards of your deck; recharge 1 and bury 1.
    They say a cyclops's eye can see the future_ This one obviously didn't like what it saw_

    Spoiler:
    Betrayal Demon
    WotR
    Monster 2
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 16
    The Betrayal Demon is immune to the Electricity and Poison traits.
    During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
    After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.

    Spoiler:
    Spite Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 22
    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.
    Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_

    Barriers
    Spoiler:
    Spiked Pit Trap
    WotR
    Barrier B
    Traits:
    Trap
    Veteran
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

    Spoiler:
    Spiked Pit Trap
    WotR
    Barrier B
    Traits:
    Trap
    Veteran
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

    Spoiler:
    Temptation of Favor
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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 the barrier.

    Spoiler:
    Magic Ray Fusillade
    WotR
    Barrier 5
    Traits:
    Trap
    Magic
    Arcane
    To Defeat:
    Arcane
    Acrobatics
    Stealth 18
    If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

    Spoiler:
    Blood of Eustoyriax
    WotR
    Barrier 2
    Traits:
    Temptation
    Demon
    Corrupted
    To Defeat:
    None 0
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

    Weapons
    Spoiler:
    Holy Glaive of Speed
    WotR
    Weapon 5
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+2. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 2d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may put this card on top of your deck to reroll the dice; take the new result.

    Spoiler:
    Heavy Crossbow
    WotR
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Spoiler:
    Heavy Crossbow
    WotR
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Spoiler:
    Anarchy Hammer
    WotR
    Weapon 4
    Traits:
    Hammer
    Melee
    Bludgeoning
    Magic
    Corrupted
    Mythic
    To Acquire:
    Strength
    Melee 16
    If this card has the Corrupted trait, the difficulty of checks using this weapon against a bane that has the Demon trait increases 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.

    Spoiler:
    Sword of Subtlety
    WotR
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spells
    Spoiler:
    Protect
    WotR
    Spell 1
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Dismissal
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 8
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    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 10 check to recharge this card instead of discarding it.

    Spoiler:
    Charm Monster
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
    If you do not have the Arcane or Divine skill, banish this card after playing it.

    Spoiler:
    Death's Touch
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

    Spoiler:
    Divine Blaze
    WotR
    Spell 4
    Traits:
    Magic
    Divine
    Attack
    Fire
    To Acquire:
    Wisdom
    Divine 12
    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.

    Armors
    Spoiler:
    Celestial Armor
    WotR
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    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.

    Spoiler:
    Bejeweled Helm
    WotR
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Recharge this card to add 1d6 and the Fire trait to your combat checks.
    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.

    Spoiler:
    Black Dragonhide Breastplate
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage dealt 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.

    Spoiler:
    Eagle Knight Dress Uniform
    WotR
    Armor 1
    Traits:
    Heavy Armor
    Veteran
    To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 3.
    Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Spoiler:
    Demon Armor
    WotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
    Recharge this card to reduce Combat or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Tome of Physical Might
    WotR
    Item 4
    Traits:
    Book
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    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.

    Spoiler:
    Dawnflower's Light
    WotR
    Item 2
    Traits:
    Object
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 9
    Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.

    Spoiler:
    Sacred Prism
    WotR
    Loot B
    Type: Item
    Traits:
    Object
    Divine
    Alchemical
    To Acquire:
    0
    Recharge this card to add the Magic trait to any check by a character at your location.
    Bury this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
    Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

    Spoiler:
    Knight's Pennon
    WotR
    Item 2
    Traits:
    Object
    To Acquire:
    Charisma
    Diplomacy 9
    When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

    Spoiler:
    Manual of War
    WotR
    Item 1
    Traits:
    Book
    To Acquire:
    Melee
    Ranged 8
    Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

    Allies
    Spoiler:
    Belthis Loumis
    WotR
    Ally B
    Traits:
    Human
    Hireling
    To Acquire:
    Craft 6
    OR Charisma
    Diplomacy 9
    Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
    Discard this card to explore your location.

    Spoiler:
    Thylacine
    WotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 10
    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.

    Spoiler:
    Druid of the Leaf
    WotR
    Ally 3
    Traits:
    Human
    Druid
    Veteran
    To Acquire:
    Perception 7
    OR Charisma
    Diplomacy 9
    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.

    Spoiler:
    Scribe
    WotR
    Ally 2
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.

    Spoiler:
    Raconteur
    WotR
    Ally B
    Traits:
    Gnome
    Bard
    To Acquire:
    Charisma
    Diplomacy 5
    Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.

    Blessings
    Spoiler:
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Spoiler:
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.

    Spoiler:
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Current Hour:

    Blessing of Ascension:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 1 Amaryllis/Void_Eagle
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 2 Ukuja/Yewstance
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 3 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 3 Erasmus/Greenclaw
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 4 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 5 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 5 Ukuja/Yewstance
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 6 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 6 Erasmus/Greenclaw
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 7 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 7 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 8 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 8 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 9 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 9 Erasmus/Greenclaw
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 10 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 10 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 11 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 11 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 12 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 12 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 13 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 13 Amaryllis/Void_Eagle
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 14 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 14 Ukuja/Yewstance
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 15 Erasmus/Greenclaw
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 16 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 16 Amaryllis/Void_Eagle
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 17 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 18 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 18 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 19 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 19 Amaryllis/Void_Eagle
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Hourglass Card 20 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 20 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 21 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 21 Erasmus/Greenclaw
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 22 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 22 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 23 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 23 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 24 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 24 Erasmus/Greenclaw
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 25 Amaryllis/Void_Eagle
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 26 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 26 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Location #1: Abyssal Rift
    At This Location: Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
    When Closing: This location is always temporarily closed.
    When Permanently Closed: This location is never permanently closed.
    M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Amaryllis/Void_Eagle, {Flipside Text} (Xenarth)

    Abyssal Rift Card 1:
    Gargoyle
    WotR
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    This sinister crouching humanoid resembles a horned, winged demon statue_
    Abyssal Rift Card 2:
    Pillar of Life
    WotR
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 12
    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 ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Abyssal Rift Card 3:
    Temptation of Sorcery
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Abyssal Rift Card 4:
    Dismissal
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 8
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    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 10 check to recharge this card instead of discarding it.
    Abyssal Rift Card 5:
    Compelling Offer
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Abyssal Rift Card 6:
    Putrid Ooze
    WotR
    Monster 4
    Traits:
    Ooze
    Aquatic
    To Defeat:
    Combat 22
    OR Dexterity 16
    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.
    If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_
    Abyssal Rift Card 7:
    Xenarth
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 24
    The Xenarth is immune to the Electricity and Poison traits.
    Before you act, the Xenarth deals 2 Acid damage to each character at your location.
    If undefeated, the Xenarth deals 2 Poison damage to you.
    If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
    Deadlier than any shark, these rare mutations are infused with demon ichor_
    Abyssal Rift Card 8:
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Abyssal Rift Card 9:
    Grimslake
    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be_

    Location #2: Family Tomb
    At This Location: When a character dies, all characters at this location die.
    When Closing: Summon and defeat the henchman Wight.
    When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Family Tomb Card 1:
    Toad Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    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.
    Family Tomb Card 2:
    Fire Shield
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    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.
    Family Tomb Card 3:
    Demon Eater
    WotR
    Monster 3
    Traits:
    Outsider
    To Defeat:
    Combat 21
    Armors may not be played during this encounter.
    If undefeated, bury 1d4+1 random cards from your discard pile.
    Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_
    Family Tomb Card 4:
    Greed
    WotR
    Barrier 4
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Family Tomb Card 5:
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Family Tomb Card 6:
    Sawtooth Sabre +2
    WotR
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Veteran
    To Acquire:
    Strength
    Melee 11
    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.
    Family Tomb Card 7:
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Family Tomb Card 8:
    Grimslake
    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be_
    Family Tomb Card 9:
    Climber's Gloves
    WotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Survival 12
    OR Constitution
    Fortitude 10
    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.
    Family Tomb Card 10:
    Decemvirate Helm
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    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.

    Location #3: Locust Shrine
    Abyssal
    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.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Erasmus/Greenclaw, None
    Locust Shrine Card 1:
    Refuge
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane 13
    OR Wisdom
    Divine 9
    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.
    Locust Shrine Card 2:
    Animal Tamer
    WotR
    Ally B
    Traits:
    Human
    Ranger
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 9
    Reveal this card to add 1d6 to your check against a card that has the Animal trait.
    Discard this card to explore your location.
    Locust Shrine Card 3:
    Poison Spiked Pit Trap
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Locust Shrine Card 4:
    Grimslake
    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be_
    Locust Shrine Card 5:
    Death of Righteousness
    WotR
    Barrier 2
    Traits:
    Trap
    Mental
    Magic
    To Defeat:
    Wisdom 12
    OR Knowledge 10
    Each character at your location encounters this barrier.
    If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
    After you act, banish this barrier.
    Locust Shrine Card 6:
    Black Dragonhide Breastplate
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage dealt 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.
    Locust Shrine Card 7:
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Locust Shrine Card 8:
    Salamander
    WotR
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

    Location #4: Abyssal River
    Abyssal
    At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    When Closing: Discard a card that has the Divine trait.
    When Permanently Closed: On closing, you are dealt 1 Poison damage.
    M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Abyssal River Card 1:
    Poison Spiked Pit Trap
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Abyssal River Card 2:
    Dominion Scientist
    WotR
    Monster 3
    Traits:
    Aberration
    Sorcerer
    To Defeat:
    Combat 21
    OR Knowledge 15
    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.
    These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_
    Abyssal River Card 3:
    Glimmer of Hope
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Abyssal River Card 4:
    Lann
    WotR
    Ally 1
    Traits:
    Mongrel
    Guard
    Veteran
    To Acquire:
    Charisma
    Diplomacy 0
    The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
    For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
    Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.
    Abyssal River Card 5:
    Isilda
    None
    Villain 5
    Type: Monster
    Traits:
    Cleric
    Ghost
    Incorporeal
    Mythic
    Undead
    To Defeat:
    Combat 40
    Isilda is immune to the Mental and Poison traits.
    Before you act, attempt a Divine or Knowledge 20 check. If you fail, either expend 1d4+1 mythic charges or bury your role card. If you succeed, or if you play a spell that has the Force trait, add 5 to your check to defeat.
    If the check to defeat does not have the Magic trait, Isilda is undefeated.
    Abyssal River Card 6:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Abyssal River Card 7:
    Cultist Archer
    WotR
    Monster 2
    Traits:
    Half-Elf
    Cultist
    Ranger
    To Defeat:
    Combat 14
    Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
    Abyssal River Card 8:
    Cape of Wasps
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    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.
    Abyssal River Card 9:
    Wrecker Demon
    WotR
    Monster 1
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 14
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.
    These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
    Abyssal River Card 10:
    Horn of Assured Victory
    WotR
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
    Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

    Location #5: Prison Vault
    Closed
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ukuja/Yewstance, (Stalker's Crossbow, Terraform, Wand of Sacred Weapon)
    Prison Vault Card 1:
    Wand of Sacred Weapon
    WotR
    Item 2
    Traits:
    Wand
    Attack
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 10
    For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.
    Prison Vault Card 2:
    Terraform
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    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.
    Prison Vault Card 3:
    Stalker's Crossbow
    WotR
    Weapon 4
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 11
    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.


  • Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2

    It is the hour of Ascension.
    Start of Turn: Recharge Banner of Valor to add +3 to all checks this turn.
    Explore Locust Shrine.

    Refuge:

    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane 13
    OR Wisdom
    Divine 9
    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.

    Intelligence 13: 1d8 + 3 ⇒ (3) + 3 = 6 Fail and display next to location. Location searched and henchman discovered.
    Grimslake:

    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be_

    Discard Blessing of Sarenrae for BYA check.
    Constitution 8: 3d6 + 3 ⇒ (4, 3, 6) + 3 = 16
    Reveal Starbow. Discard Blessing of Shax.
    Combat (Dexterity) 22: 3d8 + 2 + 1d6 + 3 + 1d6 + 5 + 3 ⇒ (1, 5, 6) + 2 + (3) + 3 + (1) + 5 + 3 = 29 Defeated!

    End Turn. Reveal Aegis of Recovery to recharge random card from discard pile: Blessing of Shax. Reset Hand.

    Erasmus wrote:

    Hand: Spirit Relatives (Baylock), Starbow, Kinetic Blast, Mindblade, Cleric of Nethys, Aegis of Recovery, Pyrokinesis,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [X]+1 [X]+2 [ ]+3
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [ ]+1 [ ]+2 [ ]+3
    Wisdom d6 [X]+1 [X]+2
    Perception: Wisdom +3
    Charisma d8 [X]+1 [X]+2 [ ]+3
    Arcane: Charisma +1

    Favored Card: Spell
    Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
    Proficient with: Light Armors Weapons
    Powers:
    On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
    [ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    [X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
    [ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.


    Erasmus: Please amend your hand reset. Whilst there's no leaked information (because the contents of the Locust Shrine are basically known once you search it), you did not encounter Grimslake, and it's still in the location. The scenario power does not have you encounter a henchman/villain; just check to see if it's still in the location or not.

    Amaryllis may still take her turn when ready, but may choose to wait for Erasmus' amended hand.

    ================================================

    During This Adventure:

  • The servitor demon is the henchman Treachery Demon.

    PLAYER HANDS || THREAT TEXTS || LOOT

    During This Scenario:

  • When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location. At the end of the scenario, banish all boons displayed next to the scenario.

  • Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck.

  • If Isilda is defeated and the number of boons displayed next to the scenario is less than twice the number of characters, when checking to see if the villain escapes, treat all locations as open. (BR's Note: This can lead to the villain escaping to a Closed location, so we do need to display enough boons to win.)
  • Displayed Boons: 2/6

    Additional Rules: =
    THREAT LIST:

  • Villain: Isilda
  • Henchmen: Grimslakes

    DISPLAYED: Gift of Nocticula (Post-Roll +1d20):
    Gift of Nocticula
    WotR
    Barrier 4
    Traits:
    Temptation
    Deity
    Demon
    To Defeat:
    None 0
    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.

    Scenario Level (#): 5

    Turn: 5, Amaryllis/Void_Eagle

    Random Cards:

    Monsters
    Spoiler:
    Blasphemy Demon
    WotR
    Monster 4
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 21
    OR Wisdom 13
    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.

    Spoiler:
    Betrayal Demon
    WotR
    Monster 2
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 16
    The Betrayal Demon is immune to the Electricity and Poison traits.
    During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
    After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.

    Spoiler:
    Spite Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 22
    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.
    Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_

    Spoiler:
    Toad Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    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.

    Spoiler:
    Toad Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    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.

    Barriers
    Spoiler:
    Rallying Cry
    WotR
    Barrier B
    Traits:
    Task
    Cache
    To Defeat:
    None 0
    Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

    Spoiler:
    Gift of Shamira
    WotR
    Barrier 4
    Traits:
    Temptation
    Demon
    To Defeat:
    None 0
    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, 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.

    Spoiler:
    Telekinesis Trap
    WotR
    Barrier 2
    Traits:
    Trap
    Arcane
    Magic
    To Defeat:
    Arcane
    Divine 12
    OR Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
    While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

    Spoiler:
    Telekinesis Trap
    WotR
    Barrier 2
    Traits:
    Trap
    Arcane
    Magic
    To Defeat:
    Arcane
    Divine 12
    OR Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
    While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

    Spoiler:
    Maze Tapestry
    WotR
    Barrier 5
    Traits:
    Obstacle
    Magic
    To Defeat:
    Wisdom
    Perception
    Survival 15
    If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

    Weapons
    Spoiler:
    Skirmishing Spear
    WotR
    Weapon 3
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran
    To Acquire:
    Dexterity
    Ranged 15
    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.

    Spoiler:
    Disrupting Warhammer
    WotR
    Weapon 5
    Traits:
    Hammer
    Melee
    Bludgeoning
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Planar Crossbow +2
    WotR
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

    Spoiler:
    Heavy Crossbow
    WotR
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Spoiler:
    Spellbreaker
    WotR
    Weapon 5
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Mythic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 16
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
    Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

    Spells
    Spoiler:
    Good Omen
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    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 8 check to recharge this card instead of discarding it.

    Spoiler:
    Breath of Life
    WotR
    Spell 5
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 13
    Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into her deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.
    After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.

    Spoiler:
    Charm Monster
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
    If you do not have the Arcane or Divine skill, banish this card after playing it.

    Spoiler:
    Restore Mythic Power
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    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.

    Spoiler:
    Sacred Weapon
    WotR
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Veteran
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Spiny Shield
    WotR
    Armor 2
    Traits:
    Shield
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Commander's Field Plate
    WotR
    Armor 2
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 8
    When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
    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.

    Spoiler:
    Spellcaster's Shield
    WotR
    Armor 1
    Traits:
    Shield
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude
    Arcane
    Divine 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Bastion of the Inheritor
    WotR
    Armor 5
    Traits:
    Shield
    Offhand
    Magic
    Divine
    Iomedae
    Mythic
    To Acquire:
    Constitution
    Fortitude 10
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by an amount equal to your number of mythic charges; you may also recharge a card that has the Iomedae trait to reduce all damage by that amount. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Celestial Armor
    WotR
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    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.

    Items
    Spoiler:
    Sacred Prism
    WotR
    Loot B
    Type: Item
    Traits:
    Object
    Divine
    Alchemical
    To Acquire:
    0
    Recharge this card to add the Magic trait to any check by a character at your location.
    Bury this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
    Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

    Spoiler:
    Planar Tuning Fork
    WotR
    Item 2
    Traits:
    Tool
    Magic
    To Acquire:
    Intelligence
    Knowledge 10
    While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card.

    Spoiler:
    Nectar of the Gods
    WotR
    Item B
    Traits:
    Liquid
    Mythic
    To Acquire:
    Wisdom
    Divine 9
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.

    Spoiler:
    Skinstitcher's Manual
    WotR
    Item 4
    Traits:
    Book
    Magic
    Corrupted
    Mythic
    To Acquire:
    Arcane
    Craft
    Divine
    Knowledge 12
    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 insted of burying it.

    Spoiler:
    Nahyndrian Elixer
    WotR
    Item 2
    Traits:
    Liquid
    Temptation
    Corrupted
    Mythic
    To Acquire:
    Intelligence
    Craft
    Knowledge 10
    Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

    Allies
    Spoiler:
    Belthis Loumis
    WotR
    Ally B
    Traits:
    Human
    Hireling
    To Acquire:
    Craft 6
    OR Charisma
    Diplomacy 9
    Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
    Discard this card to explore your location.

    Spoiler:
    Raconteur
    WotR
    Ally B
    Traits:
    Gnome
    Bard
    To Acquire:
    Charisma
    Diplomacy 5
    Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.

    Spoiler:
    Grizzled Mercenary
    WotR
    Ally B
    Traits:
    Human
    Hireling
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.

    Spoiler:
    Demon Hunter
    WotR
    Ally B
    Traits:
    Human
    Ranger
    To Acquire:
    Melee
    Ranged 7
    OR Charisma
    Diplomacy 6
    Discard this card to add 1d6 to your check against a bane that has the Demon trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.

    Spoiler:
    Riftwarden
    WotR
    Ally 1
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Knowledge 7
    OR Diplomacy 10
    Recharge this card to add 1 die to your check to close a location.
    Discard this card to explore your location.

    Blessings
    Spoiler:
    Blessing of Sifkesh
    WotR
    Blessing 5
    Traits:
    Divine
    Sifkesh
    Corrupted
    To Acquire:
    Bury any card 0
    OR Divine 5
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Corrupted trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.

    Spoiler:
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Spoiler:
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Current Hour:

    Blessing of Abadar:
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Hours Remaining: 25

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 1 Ukuja/Yewstance
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 2 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 2 Erasmus/Greenclaw
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 3 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 4 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 4 Ukuja/Yewstance
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 5 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 5 Erasmus/Greenclaw
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 6 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 6 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 7 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 7 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 8 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 8 Erasmus/Greenclaw
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 9 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 9 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 10 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 10 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 11 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 11 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 12 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 12 Amaryllis/Void_Eagle
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 13 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 13 Ukuja/Yewstance
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 14 Erasmus/Greenclaw
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 15 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 15 Amaryllis/Void_Eagle
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 16 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 17 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 17 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 18 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 18 Amaryllis/Void_Eagle
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Hourglass Card 19 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 19 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 20 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 20 Erasmus/Greenclaw
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 21 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 21 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 22 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 22 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 23 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 23 Erasmus/Greenclaw
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 24 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 24 Amaryllis/Void_Eagle
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 25 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Location #1: Abyssal Rift
    Closed
    At This Location: Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
    When Permanently Closed: This location is never permanently closed.
    M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Amaryllis/Void_Eagle, {Flipside Text} (Xenarth)

    Abyssal Rift Card 1:
    Gargoyle
    WotR
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    This sinister crouching humanoid resembles a horned, winged demon statue_
    Abyssal Rift Card 2:
    Pillar of Life
    WotR
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 12
    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 ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Abyssal Rift Card 3:
    Temptation of Sorcery
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Abyssal Rift Card 4:
    Dismissal
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 8
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    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 10 check to recharge this card instead of discarding it.
    Abyssal Rift Card 5:
    Compelling Offer
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Abyssal Rift Card 6:
    Putrid Ooze
    WotR
    Monster 4
    Traits:
    Ooze
    Aquatic
    To Defeat:
    Combat 22
    OR Dexterity 16
    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.
    If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_
    Abyssal Rift Card 7:
    Xenarth
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 24
    The Xenarth is immune to the Electricity and Poison traits.
    Before you act, the Xenarth deals 2 Acid damage to each character at your location.
    If undefeated, the Xenarth deals 2 Poison damage to you.
    If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
    Deadlier than any shark, these rare mutations are infused with demon ichor_
    Abyssal Rift Card 8:
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Abyssal Rift Card 9:
    Grimslake
    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be_

    Location #2: Family Tomb
    At This Location: When a character dies, all characters at this location die.
    When Closing: Summon and defeat the henchman Wight.
    When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Family Tomb Card 1:
    Toad Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    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.
    Family Tomb Card 2:
    Fire Shield
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    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.
    Family Tomb Card 3:
    Demon Eater
    WotR
    Monster 3
    Traits:
    Outsider
    To Defeat:
    Combat 21
    Armors may not be played during this encounter.
    If undefeated, bury 1d4+1 random cards from your discard pile.
    Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_
    Family Tomb Card 4:
    Greed
    WotR
    Barrier 4
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Family Tomb Card 5:
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Family Tomb Card 6:
    Sawtooth Sabre +2
    WotR
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Veteran
    To Acquire:
    Strength
    Melee 11
    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.
    Family Tomb Card 7:
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Family Tomb Card 8:
    Grimslake
    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be_
    Family Tomb Card 9:
    Climber's Gloves
    WotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Survival 12
    OR Constitution
    Fortitude 10
    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.
    Family Tomb Card 10:
    Decemvirate Helm
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    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.

    Location #3: Locust Shrine
    Abyssal
    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.
    M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Erasmus/Greenclaw, (The location was searched on this turn; there's no AD5 boons and no villain)
    Locust Shrine Card 1:
    Poison Spiked Pit Trap
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Locust Shrine Card 2:
    Animal Tamer
    WotR
    Ally B
    Traits:
    Human
    Ranger
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 9
    Reveal this card to add 1d6 to your check against a card that has the Animal trait.
    Discard this card to explore your location.
    Locust Shrine Card 3:
    Grimslake
    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be_
    Locust Shrine Card 4:
    Black Dragonhide Breastplate
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage dealt 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.
    Locust Shrine Card 5:
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Locust Shrine Card 6:
    Death of Righteousness
    WotR
    Barrier 2
    Traits:
    Trap
    Mental
    Magic
    To Defeat:
    Wisdom 12
    OR Knowledge 10
    Each character at your location encounters this barrier.
    If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
    After you act, banish this barrier.
    Locust Shrine Card 7:
    Salamander
    WotR
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

    Location #4: Abyssal River
    Abyssal
    At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    When Closing: Discard a card that has the Divine trait.
    When Permanently Closed: On closing, you are dealt 1 Poison damage.
    M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Abyssal River Card 1:
    Poison Spiked Pit Trap
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Abyssal River Card 2:
    Dominion Scientist
    WotR
    Monster 3
    Traits:
    Aberration
    Sorcerer
    To Defeat:
    Combat 21
    OR Knowledge 15
    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.
    These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_
    Abyssal River Card 3:
    Glimmer of Hope
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Abyssal River Card 4:
    Lann
    WotR
    Ally 1
    Traits:
    Mongrel
    Guard
    Veteran
    To Acquire:
    Charisma
    Diplomacy 0
    The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
    For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
    Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.
    Abyssal River Card 5:
    Isilda
    None
    Villain 5
    Type: Monster
    Traits:
    Cleric
    Ghost
    Incorporeal
    Mythic
    Undead
    To Defeat:
    Combat 40
    Isilda is immune to the Mental and Poison traits.
    Before you act, attempt a Divine or Knowledge 20 check. If you fail, either expend 1d4+1 mythic charges or bury your role card. If you succeed, or if you play a spell that has the Force trait, add 5 to your check to defeat.
    If the check to defeat does not have the Magic trait, Isilda is undefeated.
    Abyssal River Card 6:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Abyssal River Card 7:
    Cultist Archer
    WotR
    Monster 2
    Traits:
    Half-Elf
    Cultist
    Ranger
    To Defeat:
    Combat 14
    Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
    Abyssal River Card 8:
    Cape of Wasps
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    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.
    Abyssal River Card 9:
    Wrecker Demon
    WotR
    Monster 1
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 14
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.
    These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
    Abyssal River Card 10:
    Horn of Assured Victory
    WotR
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
    Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

    Location #5: Prison Vault
    Closed
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ukuja/Yewstance, (Stalker's Crossbow, Terraform, Wand of Sacred Weapon)
    Prison Vault Card 1:
    Wand of Sacred Weapon
    WotR
    Item 2
    Traits:
    Wand
    Attack
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 10
    For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.
    Prison Vault Card 2:
    Terraform
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    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.
    Prison Vault Card 3:
    Stalker's Crossbow
    WotR
    Weapon 4
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 11
    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.


  • Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2

    Yes, I was confused about that but assumed it was an encounter. I must say this particular scenario's rules have me a bit baffled in general.

    To confirm then:

    -When examining for the henchman/villain, is the location deck shuffled, or is the card left in the same spot as it was uncovered. If Erasmus didn't encounter the Grimslake he'd likely explore again, but will this be Card 2 or a random card?
    -So, for the scenario condition we are trying to fail enough boon checks to be able to win? That is very weird, but just wanted to check that I understand it correctly.


    Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2

    Ignore the above post, I think I have figured out answers to both of the questions, but I'm not a big fan of the rules for this scenario, they just seem a bit off to me.

    SIGH! I had a whole post half typed up continuing on Erasmus's turn, but then got interrupted by a tradesman's visit to the house. Then when I went back to submit it, Paizo gobbled it up! Very annoying!

    So, trying again...after Erasmus discovers the Grimslake, he continues.

    Discard Cleric of Nethys to examine top 2 cards of the location, putting trap back on top. Explore.

    Poison Spiked Pit Trap:

    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Derakni:

    Henchman Monster B

    Traits:
    Outsider
    Demon

    Check:
    Combat 13

    Powers:
    The Derkani is immune to the Electricity and Poison traits. Add 5 to your checks against this henchman if you succeed at an Intelligence or Knowledge 9 check, or if the check has the Force trait.
    Before you act, each character at your location attempts a Wisdom 5 check. For each character that fails, a random character at her location is dealt 2 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Intelligence 9: 1d8 + 3 - 2 ⇒ (6) + 3 - 2 = 7
    BYA Wisdom 5: 1d6 + 2 - 2 + 5 + 3 ⇒ (4) + 2 - 2 + 5 + 3 = 12
    Reveal Starbow.
    Combat (Dexterity) 13: 1d8 + 2 - 2 + 1d6 + 3 - 2 + 1d6 + 5 - 2 + 3 ⇒ (1) + 2 - 2 + (4) + 3 - 2 + (4) + 5 - 2 + 3 = 16 Defeated!

    Auto succeed at Perception 13 check vs. trap at +13.

    Free explore.

    Animal Tamer:

    WotR
    Ally B
    Traits:
    Human
    Ranger
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 9
    Reveal this card to add 1d6 to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    Auto succeed at Charisma 9 check at +10

    Discard Animal Tamer to explore again.

    Grimslake:

    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be_

    Discard Blessing of Sarenrae for BYA check.
    Constitution 8: 3d6 + 3 ⇒ (4, 3, 3) + 3 = 13
    Reveal Starbow. Discard Blessing of Shax
    Combat (Dexterity) 22: 3d8 + 2 + 1d6 + 3 + 1d6 + 5 + 3 ⇒ (6, 6, 2) + 2 + (3) + 3 + (4) + 5 + 3 = 34 Defeated!

    End Turn. Reveal Aegis of Recovery to recharge random card from discard pile: Animal Tamer. Reset Hand.

    Erasmus wrote:

    Hand: Spirit Relatives (Baylock), Starbow, Kinetic Blast, Mindblade, Pyrokinesis, Aegis of Recovery, MInd's Eye Blade,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [X]+1 [X]+2 [ ]+3
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [ ]+1 [ ]+2 [ ]+3
    Wisdom d6 [X]+1 [X]+2
    Perception: Wisdom +3
    Charisma d8 [X]+1 [X]+2 [ ]+3
    Arcane: Charisma +1

    Favored Card: Spell
    Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
    Proficient with: Light Armors Weapons
    Powers:
    On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
    [ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    [X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
    [ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.


    Erasmus by Greenclaw wrote:

    Yes, I was confused about that but assumed it was an encounter. I must say this particular scenario's rules have me a bit baffled in general.

    To confirm then:

    -When examining for the henchman/villain, is the location deck shuffled, or is the card left in the same spot as it was uncovered. If Erasmus didn't encounter the Grimslake he'd likely explore again, but will this be Card 2 or a random card?
    -So, for the scenario condition we are trying to fail enough boon checks to be able to win? That is very weird, but just wanted to check that I understand it correctly.

    You've figured it out, but I'll describe how it works here for the sake of future reference. I do agree it's not the most elegant scenario.

    We still need to defeat a henchman before we can close a location; by removing the henchman from the location (presumably by defeating it) we can try to close its corresponding location by failing to acquire any boon (or, of course, by emptying it of cards).

    Remember, when you close a location you don't have to banish any of its boons because of the second scenario rule, so you should probably close a location as soon as possible (since you get rid of all of the banes, and any number of the boons you want). Even if you haven't found the henchman yet, failing to acquire a boon lets you search the entire location, so you know whether the Villain is there or what other boons/banes you might come up against. You do need to shuffle any deck after you finish a search, remember - "Searching" is different to "Examining", as per the rulebook (though they both involve viewing normally-hidden cards).

    As for the theme of WHY we need to FAIL to acquire boons to win the scenario... that I'm not certain of, but I think it's representative of us searching and destroying various items in the hopes that we find or destroy Isilda's focus mentioned in the introduction text. Perhaps someone familiar with the RPG knows more. The flavour connection could be a lot stronger - other PACS and PACG scenarios have featured "looking for a phylactery" better - and at the very least would make a bit more sense if it was acquiring boons (even if you then had to banish/display them), since 'not acquiring' them is usually thematically equivalent to overlooking them or finding them unusable.

    But this is one of the earliest PACS seasons, so growing pains were, I suppose, still happening.

    Update amended; Amaryllis is up.

    =======================================

    During This Adventure:

  • The servitor demon is the henchman Treachery Demon.

    PLAYER HANDS || THREAT TEXTS || LOOT

    During This Scenario:

  • When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location. At the end of the scenario, banish all boons displayed next to the scenario.

  • Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck.

  • If Isilda is defeated and the number of boons displayed next to the scenario is less than twice the number of characters, when checking to see if the villain escapes, treat all locations as open. (BR's Note: This can lead to the villain escaping to a Closed location, so we do need to display enough boons to win.)
  • Displayed Boons: 2/6

    Additional Rules: =
    THREAT LIST:

  • Villain: Isilda
  • Henchmen: Grimslakes

    DISPLAYED: Gift of Nocticula (Post-Roll +1d20):
    Gift of Nocticula
    WotR
    Barrier 4
    Traits:
    Temptation
    Deity
    Demon
    To Defeat:
    None 0
    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.

    Scenario Level (#): 5

    Turn: 5, Amaryllis/Void_Eagle

    Random Cards:

    Monsters
    Spoiler:
    Pig From Hell
    WotR
    Monster P
    Traits:
    Animal
    Demon
    Mythic
    Veteran
    To Defeat:
    Combat 6
    THEN Combat 6
    THEN Combat 6

    The difficulty of checks to defeat the Pig from Hell is increased by three times the scenario's adventure deck number.
    All damage dealt by the Pig from Hell is Fire damage.
    If defeated, you may draw a random non-Basic armor from the box.
    Don't go back to Munchmeat Farm


    Spoiler:
    Spite Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 22
    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.
    Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_

    Spoiler:
    Worm Demon
    WotR
    Monster B
    Traits:
    Outsider
    Undead
    Demon
    To Defeat:
    Combat 10
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.
    Worn demons inhabit and control the corpses of dead humanoids_

    Spoiler:
    Drocha Swarm
    WotR
    Monster 3
    Traits:
    Undead
    Swarm
    Incorporeal
    To Defeat:
    Combat 20
    OR Wisdom
    Divine 17
    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.
    Lost souls coalesce_ Eyes twitch_ Mouths scream_

    Spoiler:
    Demonic Fly
    WotR
    Monster 1
    Traits:
    Vermin
    Demon
    To Defeat:
    Combat 13
    The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
    If defeated, each character at your location is dealt 1 Acid damage.
    If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

    Barriers
    Spoiler:
    Blood of Eustoyriax
    WotR
    Barrier 2
    Traits:
    Temptation
    Demon
    Corrupted
    To Defeat:
    None 0
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

    Spoiler:
    Mythic Glyph
    WotR
    Barrier 4
    Traits:
    Trap
    Magic
    Arcane
    Mythic
    To Defeat:
    Arcane
    Divine 17
    OR Intelligence
    Knowledge
    Stealth 14
    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 your hand size, rounded down.
    After you act, banish this barrier.

    Spoiler:
    Temptation of Favor
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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 the barrier.

    Spoiler:
    Arboreal Blight
    WotR
    Barrier B
    Traits:
    Skirmish
    Demon
    To Defeat:
    None 0
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

    Spoiler:
    Temptation of Big Die
    WotR
    Barrier P
    Traits:
    Temptation
    Mythic
    To Defeat:
    None
    Display this card next to your deck;the barrier is defeated.
    You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.
    "Roll 'em bigger, hurt ''em worse
    Don't you worry 'bout the curse!
    Giant boulder rumbles fine
    'Specially when death's on the line!" - Plarg's song


    Weapons
    Spoiler:
    Heavy Pick +2
    WotR
    Weapon 4
    Traits:
    Pick
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee 13
    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 a 7.

    Spoiler:
    Scizore +3
    WotR
    Weapon 4
    Traits:
    Scizore
    Shield
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee 12
    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.

    Spoiler:
    Heavy Crossbow
    WotR
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Spoiler:
    Skirmishing Spear
    WotR
    Weapon 3
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran
    To Acquire:
    Dexterity
    Ranged 15
    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.

    Spoiler:
    Sword of Subtlety
    WotR
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spells
    Spoiler:
    Lend Mythic Path
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 14
    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.

    Spoiler:
    Charm Monster
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
    If you do not have the Arcane or Divine skill, banish this card after playing it.

    Spoiler:
    Ice Strike
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    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.

    Spoiler:
    Death's Touch
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

    Spoiler:
    Steal Soul
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 10
    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.

    Armors
    Spoiler:
    Celestial Armor
    WotR
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    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.

    Spoiler:
    Imperial Army Greathelm
    WotR
    Armor 2
    Traits:
    Heavy Armor
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude
    Charisma 8
    Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Celestial Armor
    WotR
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    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.

    Spoiler:
    Helm of the Valkyrie
    WotR
    Armor 1
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    At the end of your turn, bury this card to move.
    Recharge this card to reduce Combat 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.

    Spoiler:
    Helm of the Serpent King
    WotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    Corrupted
    Mythic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
    Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Evocation Staff
    WotR
    Item 5
    Traits:
    Staff
    Magic
    Arcane
    Attack
    To Acquire:
    Intellgence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.

    Spoiler:
    Holy Phylactery
    WotR
    Item B
    Traits:
    Object
    Divine
    Veteran
    To Acquire:
    Divine 6
    The difficulty of the check to acquire this card is increased by the scenario's adventure deck number.
    During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter.
    After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it.

    Spoiler:
    Knight's Pennon
    WotR
    Item 2
    Traits:
    Object
    To Acquire:
    Charisma
    Diplomacy 9
    When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

    Spoiler:
    Skinstitcher's Manual
    WotR
    Item 4
    Traits:
    Book
    Magic
    Corrupted
    Mythic
    To Acquire:
    Arcane
    Craft
    Divine
    Knowledge 12
    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 insted of burying it.

    Spoiler:
    Potion of Healing
    WotR
    Item B
    Traits:
    Liquid
    Alchemical
    Healing
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Allies
    Spoiler:
    Unfettered Imp
    WotR
    Ally 3
    Traits:
    Outsider
    Devil
    Temptation
    To Acquire:
    Intelligence
    Charisma
    Arcane 7
    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 an immediately play it.
    Reveal this card and discard a card that has the Corrupted trait to explore your location.

    Spoiler:
    Wolverine
    WotR
    Ally 1
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 8
    If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
    Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

    Spoiler:
    Merchant Lord
    WotR
    Ally 4
    Traits:
    Human
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 9
    Discard this card to give any number of cards to another character.
    Discard this card to explore your location.

    Spoiler:
    Quadnys Orlun
    WotR
    Ally 1
    Traits:
    Human
    Wizard
    To Acquire:
    Arcane
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.

    Spoiler:
    Belthis Loumis
    WotR
    Ally B
    Traits:
    Human
    Hireling
    To Acquire:
    Craft 6
    OR Charisma
    Diplomacy 9
    Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
    Discard this card to explore your location.

    Blessings
    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Spoiler:
    Blessing of Sarenrae
    WotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Current Hour:

    Blessing of Abadar:
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Hours Remaining: 25

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 1 Ukuja/Yewstance
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 2 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 2 Erasmus/Greenclaw
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 3 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 4 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 4 Ukuja/Yewstance
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 5 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 5 Erasmus/Greenclaw
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 6 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 6 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 7 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 7 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 8 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 8 Erasmus/Greenclaw
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 9 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 9 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 10 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 10 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 11 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 11 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 12 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 12 Amaryllis/Void_Eagle
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 13 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 13 Ukuja/Yewstance
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 14 Erasmus/Greenclaw
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 15 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 15 Amaryllis/Void_Eagle
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 16 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 17 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 17 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 18 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 18 Amaryllis/Void_Eagle
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Hourglass Card 19 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 19 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 20 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 20 Erasmus/Greenclaw
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 21 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 21 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 22 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 22 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 23 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 23 Erasmus/Greenclaw
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 24 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 24 Amaryllis/Void_Eagle
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 25 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Location #1: Abyssal Rift
    At This Location: Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
    When Closing: This location is always temporarily closed.
    When Permanently Closed: This location is never permanently closed.
    M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Amaryllis/Void_Eagle, {Flipside Text} (Xenarth)

    Abyssal Rift Card 1:
    Gargoyle
    WotR
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    This sinister crouching humanoid resembles a horned, winged demon statue_
    Abyssal Rift Card 2:
    Pillar of Life
    WotR
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 12
    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 ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Abyssal Rift Card 3:
    Temptation of Sorcery
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Abyssal Rift Card 4:
    Dismissal
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 8
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    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 10 check to recharge this card instead of discarding it.
    Abyssal Rift Card 5:
    Compelling Offer
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Abyssal Rift Card 6:
    Putrid Ooze
    WotR
    Monster 4
    Traits:
    Ooze
    Aquatic
    To Defeat:
    Combat 22
    OR Dexterity 16
    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.
    If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_
    Abyssal Rift Card 7:
    Xenarth
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 24
    The Xenarth is immune to the Electricity and Poison traits.
    Before you act, the Xenarth deals 2 Acid damage to each character at your location.
    If undefeated, the Xenarth deals 2 Poison damage to you.
    If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
    Deadlier than any shark, these rare mutations are infused with demon ichor_
    Abyssal Rift Card 8:
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Abyssal Rift Card 9:
    Grimslake
    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be_

    Location #2: Family Tomb
    At This Location: When a character dies, all characters at this location die.
    When Closing: Summon and defeat the henchman Wight.
    When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Family Tomb Card 1:
    Toad Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    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.
    Family Tomb Card 2:
    Fire Shield
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    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.
    Family Tomb Card 3:
    Demon Eater
    WotR
    Monster 3
    Traits:
    Outsider
    To Defeat:
    Combat 21
    Armors may not be played during this encounter.
    If undefeated, bury 1d4+1 random cards from your discard pile.
    Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_
    Family Tomb Card 4:
    Greed
    WotR
    Barrier 4
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Family Tomb Card 5:
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Family Tomb Card 6:
    Sawtooth Sabre +2
    WotR
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Veteran
    To Acquire:
    Strength
    Melee 11
    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.
    Family Tomb Card 7:
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Family Tomb Card 8:
    Grimslake
    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be_
    Family Tomb Card 9:
    Climber's Gloves
    WotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Survival 12
    OR Constitution
    Fortitude 10
    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.
    Family Tomb Card 10:
    Decemvirate Helm
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    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.

    Location #3: Locust Shrine
    Abyssal
    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.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Erasmus/Greenclaw, (The location was searched on this turn; there's no AD5 boons and no villain)
    Locust Shrine Card 1:
    Black Dragonhide Breastplate
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage dealt 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.
    Locust Shrine Card 2:
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Locust Shrine Card 3:
    Death of Righteousness
    WotR
    Barrier 2
    Traits:
    Trap
    Mental
    Magic
    To Defeat:
    Wisdom 12
    OR Knowledge 10
    Each character at your location encounters this barrier.
    If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
    After you act, banish this barrier.
    Locust Shrine Card 4:
    Salamander
    WotR
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

    Location #4: Abyssal River
    Abyssal
    At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    When Closing: Discard a card that has the Divine trait.
    When Permanently Closed: On closing, you are dealt 1 Poison damage.
    M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Abyssal River Card 1:
    Poison Spiked Pit Trap
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Abyssal River Card 2:
    Dominion Scientist
    WotR
    Monster 3
    Traits:
    Aberration
    Sorcerer
    To Defeat:
    Combat 21
    OR Knowledge 15
    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.
    These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_
    Abyssal River Card 3:
    Glimmer of Hope
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Abyssal River Card 4:
    Lann
    WotR
    Ally 1
    Traits:
    Mongrel
    Guard
    Veteran
    To Acquire:
    Charisma
    Diplomacy 0
    The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
    For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
    Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.
    Abyssal River Card 5:
    Isilda
    None
    Villain 5
    Type: Monster
    Traits:
    Cleric
    Ghost
    Incorporeal
    Mythic
    Undead
    To Defeat:
    Combat 40
    Isilda is immune to the Mental and Poison traits.
    Before you act, attempt a Divine or Knowledge 20 check. If you fail, either expend 1d4+1 mythic charges or bury your role card. If you succeed, or if you play a spell that has the Force trait, add 5 to your check to defeat.
    If the check to defeat does not have the Magic trait, Isilda is undefeated.
    Abyssal River Card 6:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Abyssal River Card 7:
    Cultist Archer
    WotR
    Monster 2
    Traits:
    Half-Elf
    Cultist
    Ranger
    To Defeat:
    Combat 14
    Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
    Abyssal River Card 8:
    Cape of Wasps
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    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.
    Abyssal River Card 9:
    Wrecker Demon
    WotR
    Monster 1
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 14
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.
    These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
    Abyssal River Card 10:
    Horn of Assured Victory
    WotR
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
    Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

    Location #5: Prison Vault
    Closed
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ukuja/Yewstance, (Stalker's Crossbow, Terraform, Wand of Sacred Weapon)
    Prison Vault Card 1:
    Wand of Sacred Weapon
    WotR
    Item 2
    Traits:
    Wand
    Attack
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 10
    For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.
    Prison Vault Card 2:
    Terraform
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    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.
    Prison Vault Card 3:
    Stalker's Crossbow
    WotR
    Weapon 4
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 11
    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.


  • Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

    Amaryllis starts her turn.
    It's the hour of Abadar.

    Amaryllis automatically succeeds at her attempt to recharge the Mist Horn.

    Amaryllis stays at the , and takes her free exploration.

    Gargoyle:
    WotR
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    This sinister crouching humanoid resembles a horned, winged demon statue.

    No combat spells, so this is just about worst case. At least the location is on the good side, and I have the Cleric of Nethys if things don't go too bad. So discarding a BotGods for a d12, and revealing Binder's Tome for a d4.
    Combat 18: 1d6 + 1d12 + 1d4 ⇒ (5) + (11) + (4) = 20 -> Success! Gargoyle is banished. Ending the turn, and hoping to draw a spell this time.

    Amaryllis ends her turn, flips the location card, and resets her hand.

    Amaryllis wrote:

    Hand: Pyrotechnic Blast, Binder's Tome, Blessing of Pharasma 2, Black Robe, Cleric of Nethys, Blessing of the Spellbound 2, Blessing of the Spellbound 1,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Notes: The Binder's Tome is available if needed for anyone at my location. The blessings are also available, but they add a d4 instead of the normal die.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d8 [X] +1 [ ] +2 [ ] +3
    Acrobatics: Dexterity +2
    Constitution d8 [ ] +1 [ ] +2
    Fortitude: Constitution +2
    Intelligence d4 [ ] +1 [ ] +2
    Wisdom d4 [ ] +1 [ ] +2
    Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
    Arcane: Charisma +2

    Favored card: Spell
    Hand Size: 6 [X] 7 [ ] 8
    Proficient with: [ ] Light Armor
    POWERS
    If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([ ] or the top card of your deck) to ignore the result and reroll the dice ([ ] and add 1d4). You must take the second result.
    After ([X] and before) you reset your hand, you may attempt to recharge a spell from your discard pile.
    [X] Reduce Electricity ([ ] and Acid and Cold) damage dealt to you by 1 ([X] 2).
    [ ]When you play a Blessing of the Gods, add a d12 in place of the normal die.

    Mythic Archmage:
    MYTHIC POWERS
    Charges: 5
    Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.

    Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


    Deck Handler // Searching For: TBD

    Ukuja starts his turn.
    Blessing of Shax discarded from the blessings deck.

    Ukuja displays Aspect of the Bull.

    Ukuja moves to the Abyssal River.
    Ukuja takes his free exploration:

    Abyssal River Card 1: Poison Spiked Pit Trap:

    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Aspect of the Bull adds 1 die to checks during the first exploration of the turn.
    Wisdom 13: 2d10 + 9 ⇒ (8, 4) + 9 = 21 -> Pass.
    Defeated.

    Poison Spiked Pit Trap: Ukuja explores again.

    Abyssal River Card 2: Dominion Scientist:

    WotR
    Monster 3
    Traits:
    Aberration
    Sorcerer
    To Defeat:
    Combat 21
    OR Knowledge 15
    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.
    BA: Ukuja banishes Armor of the Pious to reduce damage taken to 0.
    Combat: Ukuja reveals and additionally discard Stone Axe +1 to use Survival +3d6+1.
    Combat/Survival 21: 1d10 + 7 + 5 + 3d6 + 1 ⇒ (4) + 7 + 5 + (6, 4, 2) + 1 = 29 -> Pass.
    Defeated.

    Ukuja discards Hatchetbird to explore again, adding 1d6 to the first combat check during this exploration.

    Abyssal River Card 3: Glimmer of Hope:

    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Glimmer of Hope is displayed next to the scenario, but I'll then banish it so I don't have to banish Gift of Nocticula.
    Defeated.

    Ukuja sends Call Animal to Recovery to search and draw Elk from his deck. Deck shuffled.

    Ukuja discards Elk to explore again, adding 1d6 to Wisdom and Dexterity checks during this exploration.

    Abyssal River Card 4: Lann:

    WotR
    Ally 1
    Traits:
    Mongrel
    Guard
    Veteran
    To Acquire:
    Charisma
    Diplomacy 0
    The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
    For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
    Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.
    The difficulty is equal to the highest difficulty to acquire Random Ally 1: Unfettered Imp, which is 7.
    Happily, my Mythic Path offsets my miserable Charisma score.

    Charisma 7: 1d4 + 5 ⇒ (2) + 5 = 7 -> Pass.
    Acquired.

    Ukuja discards Druid of the Green Faith to draw Elk from his discards and then explore again.

    Abyssal River Card 5: Isilda:

    None
    Villain 5
    Type: Monster
    Traits:
    Cleric
    Ghost
    Incorporeal
    Mythic
    Undead
    To Defeat:
    Combat 40
    Isilda is immune to the Mental and Poison traits.
    Before you act, attempt a Divine or Knowledge 20 check. If you fail, either expend 1d4+1 mythic charges or bury your role card. If you succeed, or if you play a spell that has the Force trait, add 5 to your check to defeat.
    If the check to defeat does not have the Magic trait, Isilda is undefeated.
    Hm. I could defeat her and close this location, but she could escape anywhere so it seems better to evade her and leave her for later.
    Ukuja discards Elk to use his power to evade Isilda, shuffling her back into the Abyssal River.

    Ukuja sends Angelstep to recovery to heal himself 1d4 + 1 ⇒ (4) + 1 = 5 cards.
    Nice! Ukuja is healed for 5: (Elk, Blessing of Nivi Rhombodazzle, Stone Axe +1, Cauterize, Druid of the Green Faith). Deck shuffled.

    Ukuja ends his turn.
    Recovery: Angelstep is recharged automatically (Survival 9: 1d10+7+5).
    Recovery: Call Animal is recharged automatically (Divine 6: 1d10+5+5).
    Ukuja resets his hand, revealing Verdant Rager and Leshykineticist to increase his hand size by 2.
    No flavour today.

    Ukuja wrote:

    Hand: Oaken Staff, Stone Axe +1, Javelin of Lightning, Charm Animal, Cauterize, Lann, Elk, Verdant Rager, Leshykineticist, Blessing of Deskari, Blessing of the Gods,

    Displayed: Pygmy Ankylosaur, Python, Bearskin Armor (Core), Aspect of the Bull,
    Deck: 5 Discard: 1 Buried: 1

    At the start of Erasmus' turn, Ukuja buries Charm Animal to draw...

    Random Ally 2: Wolverine:

    WotR
    Ally 1
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 8
    If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
    Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

    "

    Ukuja wrote:

    Hand: Oaken Staff, Stone Axe +1, Javelin of Lightning, Cauterize, Wolverine, Lann, Elk, Verdant Rager, Leshykineticist, Blessing of Deskari, Blessing of the Gods,

    Displayed: Pygmy Ankylosaur, Python, Bearskin Armor (Core), Aspect of the Bull,
    Deck: 5 Discard: 1 Buried: 2
    Mythic Charges: 5/5
    Hero Points: 6
    NOTES:
    Available Support: Blessings are free to use!
    Other: Well we know where the villain is; now to just get enough boons displayed and close enough other locations to set up for the win. The scenario power helps us look through locations to see whethere there's any good AD5 boons to pick up, too.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wendifisa Spear, Druid of the Green Faith, Blessing of Nivi Rhombodazzle
    Recharged: Angelstep, Call Animal,
    Discard Pile: Hatchetbird,
    Buried Pile: Snapping Flytrap, Charm Animal,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    *Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +1
    Survival: Wisdom +3
    *Charisma d4 ☐ +1

    (* = Modified by my Mythic Charges)
    Favored Card: Ally or Weapon
    Hand Size: 6 ☑ 7 ☑ 8 ☑ 9
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the Animal trait to evade a bane you encounter ([X] or to add 1d4 plus the discarded card's adventure deck number to your combat check) ([X] or to your check to defeat a barrier) ([ ] or to reduce all damage dealt to you by 1 plus the discarded card's adventure deck number) ([ ] or to examine the top 2 cards of your location deck, then put them back in any order).
    [ ] At the end of your turn, you may recharge ([ ] or shuffle into your deck) a random card that has the Animal trait from your discard pile.
    [ ] When you play an ally that has the Animal trait on your check, you may additionally recharge a card to add 1d6.
    [ ] You may reveal any number of cards that have the Animal trait to add that number to your check against a bane, then discard ([ ] or recharge) a card that you have revealed.
    Each scenario, choose 2 Hunter Deck cohorts.

    Mythic Hierophant:
    Mythic Path B

    Powers:
    Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.

    Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.


    Pygmy Ankylosaur:
    Traits
    Animal

    Powers
    Display this card. While displayed, you may reduce all damage dealt to you by 1.

    While displayed, when you do not defeat a non-villain monster and would shuffle it into the deck it came from, you may instead put it on top of that location deck or under that deck's top card.

    While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4, or to 0 if you have a role card.

    Python:
    Traits
    Animal

    Powers
    Display this card. While displayed you gain the skill Fortitude: Constitution +2.

    While displayed, after you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

    While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card.

    "


    During This Adventure:

  • The servitor demon is the henchman Treachery Demon.

    PLAYER HANDS || THREAT TEXTS || LOOT

    During This Scenario:

  • When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location. At the end of the scenario, banish all boons displayed next to the scenario.

  • Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck.

  • If Isilda is defeated and the number of boons displayed next to the scenario is less than twice the number of characters, when checking to see if the villain escapes, treat all locations as open. (BR's Note: This can lead to the villain escaping to a Closed location, so we do need to display enough boons to win.)
  • Displayed Boons: 2/6

    Additional Rules: =
    THREAT LIST:

  • Villain: Isilda
  • Henchmen: Grimslakes

    DISPLAYED: Gift of Nocticula (Post-Roll +1d20):
    Gift of Nocticula
    WotR
    Barrier 4
    Traits:
    Temptation
    Deity
    Demon
    To Defeat:
    None 0
    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.

    Scenario Level (#): 5

    Turn: 7, Erasmus/Greenclaw

    Random Cards:

    Monsters
    Spoiler:
    Warmonger Wasp
    WotR
    Monster 3
    Traits:
    Construct
    Vermin
    To Defeat:
    Combat 19
    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.
    This construct is an amalgum of protoplasmic flesh and pure chaos_

    Spoiler:
    Ghoul
    WotR
    Monster B
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Spoiler:
    Drocha Swarm
    WotR
    Monster 3
    Traits:
    Undead
    Swarm
    Incorporeal
    To Defeat:
    Combat 20
    OR Wisdom
    Divine 17
    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.
    Lost souls coalesce_ Eyes twitch_ Mouths scream_

    Spoiler:
    Mist Horror
    WotR
    Monster 3
    Traits:
    Outsider
    Elemental
    Incorporeal
    To Defeat:
    Combat 20
    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.

    Spoiler:
    Locust Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    Vermin
    To Defeat:
    Combat 23
    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.

    Barriers
    Spoiler:
    Blood of Eustoyriax
    WotR
    Barrier 2
    Traits:
    Temptation
    Demon
    Corrupted
    To Defeat:
    None 0
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

    Spoiler:
    Temptation of Big Die
    WotR
    Barrier P
    Traits:
    Temptation
    Mythic
    To Defeat:
    None
    Display this card next to your deck;the barrier is defeated.
    You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.
    "Roll 'em bigger, hurt ''em worse
    Don't you worry 'bout the curse!
    Giant boulder rumbles fine
    'Specially when death's on the line!" - Plarg's song


    Spoiler:
    Magic Ray Fusillade
    WotR
    Barrier 5
    Traits:
    Trap
    Magic
    Arcane
    To Defeat:
    Arcane
    Acrobatics
    Stealth 18
    If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

    Spoiler:
    Temptation of Invincibility
    WotR
    Barrier B
    Traits:
    Temptation
    To Defeat:
    None 0
    Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. 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; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Spoiler:
    Temptation of Lucre
    WotR
    Barrier B
    Traits:
    Temptation
    To Defeat:
    None 0
    Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. 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; each character discards a card from her deck. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Weapons
    Spoiler:
    Skirmishing Spear
    WotR
    Weapon 3
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran
    To Acquire:
    Dexterity
    Ranged 15
    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.

    Spoiler:
    Scizore +3
    WotR
    Weapon 4
    Traits:
    Scizore
    Shield
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee 12
    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.

    Spoiler:
    Skirmishing Spear
    WotR
    Weapon 3
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran
    To Acquire:
    Dexterity
    Ranged 15
    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.

    Spoiler:
    Anarchy Hammer
    WotR
    Weapon 4
    Traits:
    Hammer
    Melee
    Bludgeoning
    Magic
    Corrupted
    Mythic
    To Acquire:
    Strength
    Melee 16
    If this card has the Corrupted trait, the difficulty of checks using this weapon against a bane that has the Demon trait increases 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.

    Spoiler:
    Rapier of Puncturing
    WotR
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.

    Spells
    Spoiler:
    Rune of Jandelay
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Veteran
    To Acquire:
    Intelligence
    Arcane 14
    Display this card next to a location; if you play this card during a check, you may play another spell on the check. While displayed, when any character at that location encounters a bane that has the Demon trait, add the scenario's adventure deck number to any check against that bane; characters at that location ignore the bane's immunities.
    At the end of your turn, if you do not have have Arcane skill, banish this card; otherwise, you may attempt an Arcane 16 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Elemental Bombardment
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Spoiler:
    Good Omen
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    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 8 check to recharge this card instead of discarding it.

    Spoiler:
    Hellmouth Lash
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 10
    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.

    Spoiler:
    Charm Monster
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
    If you do not have the Arcane or Divine skill, banish this card after playing it.

    Armors
    Spoiler:
    Bejeweled Helm
    WotR
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Recharge this card to add 1d6 and the Fire trait to your combat checks.
    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.

    Spoiler:
    Spellcaster's Shield
    WotR
    Armor 1
    Traits:
    Shield
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude
    Arcane
    Divine 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Imperial Army Greathelm
    WotR
    Armor 2
    Traits:
    Heavy Armor
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude
    Charisma 8
    Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Spiritwalk Armor
    WotR
    Armor 5
    Traits:
    Light Armor
    Magic
    Mythic
    To Acquire:
    Constitution
    Fortitude
    Stealth 11
    Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Bastion of the Inheritor
    WotR
    Armor 5
    Traits:
    Shield
    Offhand
    Magic
    Divine
    Iomedae
    Mythic
    To Acquire:
    Constitution
    Fortitude 10
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by an amount equal to your number of mythic charges; you may also recharge a card that has the Iomedae trait to reduce all damage by that amount. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Demon Hunter's Handbook
    WotR
    Item B
    Traits:
    Book
    Veteran
    To Acquire:
    Intelligence
    Knowledge 9
    Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

    Spoiler:
    Horn of Assured Victory
    WotR
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
    Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

    Spoiler:
    Manual of War
    WotR
    Item 1
    Traits:
    Book
    To Acquire:
    Melee
    Ranged 8
    Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

    Spoiler:
    Wand of Paralyze
    WotR
    Item B
    Traits:
    Wand
    Attack
    Magic
    Arcane
    Divine
    Mental
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck.
    After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it.

    Spoiler:
    Nectar of the Gods
    WotR
    Item B
    Traits:
    Liquid
    Mythic
    To Acquire:
    Wisdom
    Divine 9
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.

    Allies
    Spoiler:
    Druid of the Flame
    WotR
    Ally 1
    Traits:
    Human
    Druid
    Veteran
    To Acquire:
    Survival 7
    OR Charisma
    Diplomacy 9
    Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.

    Spoiler:
    Scribe
    WotR
    Ally 2
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.

    Spoiler:
    Pegasus
    WotR
    Ally 3
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Survival 11
    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.

    Spoiler:
    Retainer
    WotR
    Ally B
    Traits:
    Elf
    Hireling
    To Acquire:
    Charisma
    Diplomacy 4
    Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
    Discard this card to explore your location.

    Spoiler:
    Redeemer Blacksmith
    WotR
    Ally 3
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Craft 8
    THEN Charisma
    Diplomacy 9
    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.

    Blessings
    Spoiler:
    Blessing of Sarenrae
    WotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Spoiler:
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Current Hour:

    Blessing of Pulura:
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 1 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 2 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 2 Ukuja/Yewstance
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 3 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 3 Erasmus/Greenclaw
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 4 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 4 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 5 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 5 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 6 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 6 Erasmus/Greenclaw
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 7 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 7 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 8 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 8 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 9 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 9 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 10 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 10 Amaryllis/Void_Eagle
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 11 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 11 Ukuja/Yewstance
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 12 Erasmus/Greenclaw
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 13 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 13 Amaryllis/Void_Eagle
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 14 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 15 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 15 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 16 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 16 Amaryllis/Void_Eagle
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Hourglass Card 17 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 17 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 18 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 18 Erasmus/Greenclaw
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 19 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 19 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 20 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 20 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 21 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 21 Erasmus/Greenclaw
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 22 Amaryllis/Void_Eagle
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 23 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Location #1: Abyssal Rift
    Abyssal
    At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
    When Closing: This side of the location is always open. Bury a blessing to flip this card.
    When Permanently Closed: This location is never permanently closed.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Amaryllis/Void_Eagle, {Flipside Text} (Xenarth)

    Abyssal Rift Card 1:
    Pillar of Life
    WotR
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 12
    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 ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Abyssal Rift Card 2:
    Temptation of Sorcery
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Abyssal Rift Card 3:
    Dismissal
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 8
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    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 10 check to recharge this card instead of discarding it.
    Abyssal Rift Card 4:
    Compelling Offer
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Abyssal Rift Card 5:
    Putrid Ooze
    WotR
    Monster 4
    Traits:
    Ooze
    Aquatic
    To Defeat:
    Combat 22
    OR Dexterity 16
    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.
    If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_
    Abyssal Rift Card 6:
    Xenarth
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 24
    The Xenarth is immune to the Electricity and Poison traits.
    Before you act, the Xenarth deals 2 Acid damage to each character at your location.
    If undefeated, the Xenarth deals 2 Poison damage to you.
    If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
    Deadlier than any shark, these rare mutations are infused with demon ichor_
    Abyssal Rift Card 7:
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Abyssal Rift Card 8:
    Grimslake
    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be_

    Location #2: Family Tomb
    At This Location: When a character dies, all characters at this location die.
    When Closing: Summon and defeat the henchman Wight.
    When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Family Tomb Card 1:
    Toad Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    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.
    Family Tomb Card 2:
    Fire Shield
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    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.
    Family Tomb Card 3:
    Demon Eater
    WotR
    Monster 3
    Traits:
    Outsider
    To Defeat:
    Combat 21
    Armors may not be played during this encounter.
    If undefeated, bury 1d4+1 random cards from your discard pile.
    Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_
    Family Tomb Card 4:
    Greed
    WotR
    Barrier 4
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Family Tomb Card 5:
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Family Tomb Card 6:
    Sawtooth Sabre +2
    WotR
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Veteran
    To Acquire:
    Strength
    Melee 11
    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.
    Family Tomb Card 7:
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Family Tomb Card 8:
    Grimslake
    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be_
    Family Tomb Card 9:
    Climber's Gloves
    WotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Survival 12
    OR Constitution
    Fortitude 10
    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.
    Family Tomb Card 10:
    Decemvirate Helm
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    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.

    Location #3: Locust Shrine
    Abyssal
    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.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Erasmus/Greenclaw, (The location was searched on this turn; there's no AD5 boons and no villain)
    Locust Shrine Card 1:
    Black Dragonhide Breastplate
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage dealt 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.
    Locust Shrine Card 2:
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Locust Shrine Card 3:
    Death of Righteousness
    WotR
    Barrier 2
    Traits:
    Trap
    Mental
    Magic
    To Defeat:
    Wisdom 12
    OR Knowledge 10
    Each character at your location encounters this barrier.
    If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
    After you act, banish this barrier.
    Locust Shrine Card 4:
    Salamander
    WotR
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

    Location #4: Abyssal River
    Abyssal
    At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    When Closing: Discard a card that has the Divine trait.
    When Permanently Closed: On closing, you are dealt 1 Poison damage.
    M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Ukuja/Yewstance, (Isilda - Villain)
    Abyssal River Card 1:
    Horn of Assured Victory
    WotR
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
    Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.
    Abyssal River Card 2:
    Cape of Wasps
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    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.
    Abyssal River Card 3:
    Cultist Archer
    WotR
    Monster 2
    Traits:
    Half-Elf
    Cultist
    Ranger
    To Defeat:
    Combat 14
    Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
    Abyssal River Card 4:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Abyssal River Card 5:
    Wrecker Demon
    WotR
    Monster 1
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 14
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.
    These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
    Abyssal River Card 6:
    Isilda
    None
    Villain 5
    Type: Monster
    Traits:
    Cleric
    Ghost
    Incorporeal
    Mythic
    Undead
    To Defeat:
    Combat 40
    Isilda is immune to the Mental and Poison traits.
    Before you act, attempt a Divine or Knowledge 20 check. If you fail, either expend 1d4+1 mythic charges or bury your role card. If you succeed, or if you play a spell that has the Force trait, add 5 to your check to defeat.
    If the check to defeat does not have the Magic trait, Isilda is undefeated.

    Location #5: Prison Vault
    Closed
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: (Stalker's Crossbow, Terraform, Wand of Sacred Weapon)
    Prison Vault Card 1:
    Wand of Sacred Weapon
    WotR
    Item 2
    Traits:
    Wand
    Attack
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 10
    For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.
    Prison Vault Card 2:
    Terraform
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    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.
    Prison Vault Card 3:
    Stalker's Crossbow
    WotR
    Weapon 4
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 11
    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.


  • Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2

    It is the hour of Pulura.
    Start of Turn: Recharge Kinetic Blast, Pyrokinesis to add +4 to all checks this turn.
    Explore Locust Shrine.

    Black Dragonhide Breastplate:

    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage dealt 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.

    Constitution 9: 1d6 + 4 ⇒ (4) + 4 = 8 Fail and display next to scenario.
    Searching deck for henchman/villain. None found. Attempting to close location.
    Auto succeed at Stealth 1d8+1d6+9. Location Closed.

    Erasmus does one last sweep of the vile shrine. Deciding to leave a piece of dark dragonhide armor where it lies on the altar, the medium keeps to the shadows. After the stealthy search, he thinks the shrine is clear of further threats.

    End Turn.
    Reveal Aegis of Recovery to recharge Blessing of Shax .
    Reset Hand.

    Erasmus wrote:

    Hand: Spirit Relatives (Baylock), Starbow, Transmogrify, Mindblade, Sign of the Pack , Aegis of Recovery, MInd's Eye Blade,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [X]+1 [X]+2 [ ]+3
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [ ]+1 [ ]+2 [ ]+3
    Wisdom d6 [X]+1 [X]+2
    Perception: Wisdom +3
    Charisma d8 [X]+1 [X]+2 [ ]+3
    Arcane: Charisma +1

    Favored Card: Spell
    Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
    Proficient with: Light Armors Weapons
    Powers:
    On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
    [ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    [X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
    [ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.


    Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

    Amaryllis starts her turn.
    It's the hour of Ascension.

    Amaryllis stays at the Abyssal Rift, and takes her free exploration.

    Pillar of Life:
    WotR
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 12
    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 ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

    Unfortunately, can't get the spell 4, so it gets added to the cards displayed next to the scenario. Searching the location deck for a henchman or villain: Grimslake. Shuffle location.

    Amaryllis discards Cleric of Nethys to examine the top 2 cards, possibly rearrange them, and explore again.
    Card 1: 1d7 + 1 ⇒ (7) + 1 = 8 -> Grimslake
    Card 2 (can't get 8): 1d6 + 1 ⇒ (4) + 1 = 5 -> Putrid Ooze
    Since the Putrid Ooze is immune to fire, which is all I have right now, I'll go with the Grimslake. Doesn't really matter, since this location can never be permanently closed. Leaving cards in the same order: Grimslake is #1, and Putrid Ooze is #2.

    Grimslake:
    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    These foul worms are content to chew on the dead__ or those who will be

    Discarding the BoPharasma to add a d4 to my BYA Con/Fort check.
    Fortitude 8: 1d8 + 2 + 1d4 ⇒ (5) + 2 + (3) = 10 -> Success, no cards are buried. For the combat, using Pyrotechnic Blast, revealing Black Robe for a +2, and Binder's Tome for a d4.
    Combat (Arcane) 22: 1d12 + 4 + 2 + 5 + 2d4 + 2 + 1d4 ⇒ (12) + 4 + 2 + 5 + (1, 2) + 2 + (3) = 31 -> Success, henchman defeated! Unfortunately, location can't be permanently close.

    Amaryllis ends her turn, auto-recharges the Pyrotechnic Blast (d12+11 vs 8), flips the location card, and resets her hand.

    Amaryllis wrote:

    Hand: Blessing of the Spellbound 3, Binder's Tome, Gem of Mental Acuity, Black Robe, Cloudburst, Blessing of the Spellbound 2, Blessing of the Spellbound 1,

    Displayed:
    Deck: 10 Discard: 4 Buried: 0
    Notes: The Binder's Tome is available if needed for anyone at my location. The blessings are also available, and they add a d12 instead of the normal die.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d8 [X] +1 [ ] +2 [ ] +3
    Acrobatics: Dexterity +2
    Constitution d8 [ ] +1 [ ] +2
    Fortitude: Constitution +2
    Intelligence d4 [ ] +1 [ ] +2
    Wisdom d4 [ ] +1 [ ] +2
    Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
    Arcane: Charisma +2

    Favored card: Spell
    Hand Size: 6 [X] 7 [ ] 8
    Proficient with: [ ] Light Armor
    POWERS
    If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([ ] or the top card of your deck) to ignore the result and reroll the dice ([ ] and add 1d4). You must take the second result.
    After ([X] and before) you reset your hand, you may attempt to recharge a spell from your discard pile.
    [X] Reduce Electricity ([ ] and Acid and Cold) damage dealt to you by 1 ([X] 2).
    [ ]When you play a Blessing of the Gods, add a d12 in place of the normal die.

    Mythic Archmage:
    MYTHIC POWERS
    Charges: 5
    Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.

    Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

    Correct me if I'm wrong, but we now know all the cards in this location, although we don't know their order except Putrid Ooze, yes?


    Deck Handler // Searching For: TBD
    Amaryllis - Void_Eagle wrote:
    Correct me if I'm wrong, but we now know all the cards in this location, although we don't know their order except Putrid Ooze, yes?

    Correct; searching always involves seeing the entire deck that's being searched, then shuffling it after you complete the search. Incidentally, it does not count as 'examining' any card, either.

    Amaryllis - Void_Eagle wrote:
    Unfortunately, location can't be permanently close.

    Also note that these henchman don't have any text that allow you to close anyway - you need to use the scenario rule to close, which involves first beating the henchman to clear it from a location, then fail to acquire a boon.

    Apologies for my long, long delay, as always. PaizoCon preparation and running can be at least partially to blame, but not for more than 10 days at most; and I see it's been a month.

    =========================================

    Ukuja starts his turn.
    Blessing of Baphomet discarded from the blessings deck.

    Ukuja moves to the Family Tomb.
    Ukuja takes his free exploration:

    Family Tomb Card 1: Toad Demon:

    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    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.
    Aspect of the Bull adds 1 die to checks during the first exploration of the turn.
    Toad Demon: Intelligence 12 (Aspect of the Bull): 2d6 ⇒ (1, 2) = 3 -> Fail, no effect.
    Combat: Ukuja reveals and additionally discard Stone Axe +1 to use Survival +3d6+1.
    Combat/Survival 28 (Aspect of the Bull): 2d10 + 7 + 5 + 3d6 + 1 ⇒ (5, 3) + 7 + 5 + (5, 3, 6) + 1 = 35 -> Pass.
    Defeated.

    Ukuja discards Elk to explore again, adding 1d6 to Wisdom and Dexterity checks during this exploration.

    Family Tomb Card 2: Fire Shield:

    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    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.
    Choose to fail.
    Scenario: Fire Shield is displayed next to the scenario (now 5 displayed boons). Ukuja searches the Family Tomb, finds a Grimslake, then shuffles the location deck and returns it.

    Ukuja discards Lann to explore again, adding the adventure deck number of cards he encounters to checks against them during this exploration.
    Random Location Card #: 1d8 + 2 ⇒ (5) + 2 = 7

    Family Tomb Card 7: Blessing of the Starsong:

    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Autopass the Divine check.
    Acquired.

    Ukuja discards Blessing of the Gods to explore again.
    Random Location Card # (3,4,5,6,8,9,10): 1d7 ⇒ 4

    Family Tomb Card 6: Sawtooth Sabre +2:

    WotR
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Veteran
    To Acquire:
    Strength
    Melee 11
    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.
    Choose to fail.
    Scenario: Sawtooth Sabre +2 is displayed next to the scenario (now 6 displayed boons). Ukuja searches the Family Tomb, finds a Grimslake, then shuffles the location deck and returns it.

    Ukuja discards Blessing of the Starsong to explore again.
    Random Location Card # (3,4,5,8,9,10): 1d6 ⇒ 6

    Family Tomb Card 10: Decemvirate Helm:

    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    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.
    Choose to fail.
    Scenario: Decemvirate Helm is displayed next to the scenario (now 7 displayed boons). Ukuja searches the Family Tomb, finds a Grimslake, then shuffles the location deck and returns it.

    Ukuja discards Wolverine to explore again.
    Random Location Card # (3,4,5,8,9): 1d5 ⇒ 3

    Family Tomb Card 5: Blessing of Shelyn:

    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Autopass the Divine check.
    Acquired.

    Ukuja discards Blessing of Shelyn to explore again.
    Random Location Card # (3,4,8,9): 1d4 ⇒ 3

    Family Tomb Card 8: Grimslake:

    WotR
    Henchman 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 22
    OR Survival 12
    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.
    BA: Ukuja reloads Python to ignore the BA effect.
    Survival 12: 1d10 + 7 + 5 ⇒ (7) + 7 + 5 = 19 -> Autopass.
    Defeated.

    Ukuja discards Verdant Rager to explore again, adding 1d6 to combat and Survival checks during this exploration.
    Random Location Card # (3,4,9): 1d3 ⇒ 3

    Family Tomb Card 9: Climber's Gloves:

    WotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Survival 12
    OR Constitution
    Fortitude 10
    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.
    Choose to fail.
    Scenario: Climber's Gloves is displayed next to the scenario (now 8 displayed boons). Ukuja searches the Family Tomb, finds no henchman, then attempts to close it...

    Wight:
    Wight
    Henchman Monster B

    Traits:
    Undead
    Wight

    Check:
    Combat 10
    OR
    Wisdom/Divine 8

    Powers:
    The Wight is immune to the Mental and Poison traits.
    Before you act, the Wight deals 1 Cold damage to a random character at your location; when that character is dealt damage, she buries those cards instead of discarding them.
    If defeated, you may immediately attempt to close the location this henchman came from.

    BA: Pygmy Ankylosaur reduces damage by 1, to 0.
    Autopass with Divine.
    Family Tomb closed!

    Family Tomb: Family Tomb Card 3: Demon Eater and Family Tomb Card 4: Greed are examined, then shuffled back into the location.

    Ukuja sends Cauterize to Recovery and discards Javelin of Lightning to Cauterize's power to psuedo-heal himself 1d4 + 1 ⇒ (4) + 1 = 5 selected cards. Nice!
    Ukuja shuffles Elk, Blessing of the Gods, Blessing of the Starsong, Blessing of Shelyn and Verdant Rager back into his deck.

    Ukuja ends his turn.
    Recovery: Ukuja automatically recharges Cauterize.
    Ukuja resets his hand, revealing Leshykineticist to increase his hand size by 1.
    No flavour today.

    "

    Ukuja wrote:

    Hand: Oaken Staff, Wendifisa Spear, Leshykineticist, Verdant Rager, Druid of the Green Faith, Elk, Blessing of Deskari, Blessing of the Gods, Blessing of Nivi Rhombodazzle, Blessing of the Starsong,

    Displayed: Pygmy Ankylosaur, Bearskin Armor (Core), Aspect of the Bull,
    Deck: 5 Discard: 5 Buried: 2
    Mythic Charges: 5/5
    Hero Points: 6
    NOTES:
    Available Support: Blessings are free to use! Note that Blessing of the Starsong can provide a post-check reroll!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Python, Angelstep, Blessing of Shelyn, Call Animal
    Recharged: Cauterize,
    Discard Pile: Hatchetbird, Stone Axe +1, Lann, Wolverine, Javelin of Lightning,
    Buried Pile: Snapping Flytrap, Charm Animal,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    *Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +1
    Survival: Wisdom +3
    *Charisma d4 ☐ +1

    (* = Modified by my Mythic Charges)
    Favored Card: Ally or Weapon
    Hand Size: 6 ☑ 7 ☑ 8 ☑ 9
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the Animal trait to evade a bane you encounter ([X] or to add 1d4 plus the discarded card's adventure deck number to your combat check) ([X] or to your check to defeat a barrier) ([ ] or to reduce all damage dealt to you by 1 plus the discarded card's adventure deck number) ([ ] or to examine the top 2 cards of your location deck, then put them back in any order).
    [ ] At the end of your turn, you may recharge ([ ] or shuffle into your deck) a random card that has the Animal trait from your discard pile.
    [ ] When you play an ally that has the Animal trait on your check, you may additionally recharge a card to add 1d6.
    [ ] You may reveal any number of cards that have the Animal trait to add that number to your check against a bane, then discard ([ ] or recharge) a card that you have revealed.
    Each scenario, choose 2 Hunter Deck cohorts.

    Mythic Hierophant:
    Mythic Path B

    Powers:
    Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.

    Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.


    Pygmy Ankylosaur:
    Traits
    Animal

    Powers
    Display this card. While displayed, you may reduce all damage dealt to you by 1.

    While displayed, when you do not defeat a non-villain monster and would shuffle it into the deck it came from, you may instead put it on top of that location deck or under that deck's top card.

    While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4, or to 0 if you have a role card.

    Python:
    Traits
    Animal

    Powers
    Display this card. While displayed you gain the skill Fortitude: Constitution +2.

    While displayed, after you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

    While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card.

    "


    Erasmus did not indicate he was setting aside any boons from the Locust Shrine, so I did keep any inside the closed location.

    Until the Abyssal Rift flips again the only 'open' location is the Abyssal River which is where the villain is. Since we've displayed enough boons; defeating her will win the game.

    =============================================

    During This Adventure:

  • The servitor demon is the henchman Treachery Demon.

    PLAYER HANDS || THREAT TEXTS || LOOT

    During This Scenario:

  • When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location. At the end of the scenario, banish all boons displayed next to the scenario.

  • Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck.

  • If Isilda is defeated and the number of boons displayed next to the scenario is less than twice the number of characters, when checking to see if the villain escapes, treat all locations as open. (BR's Note: This can lead to the villain escaping to a Closed location, so we do need to display enough boons to win.)
  • Displayed Boons: 8/6

    Additional Rules: =
    THREAT LIST:

  • Villain: Isilda
  • Henchmen: Grimslakes

    DISPLAYED: Gift of Nocticula (Post-Roll +1d20):
    Gift of Nocticula
    WotR
    Barrier 4
    Traits:
    Temptation
    Deity
    Demon
    To Defeat:
    None 0
    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.

    Scenario Level (#): 5

    Turn: 10, Erasmus/Greenclaw

    Random Cards:

    Monsters
    Spoiler:
    Mandragora
    WotR
    Monster 1
    Traits:
    Plant
    To Defeat:
    Combat 11
    The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
    If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
    Mandragoras are mandrake roots that fed on corpses_

    Spoiler:
    Betrayal Demon
    WotR
    Monster 2
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 16
    The Betrayal Demon is immune to the Electricity and Poison traits.
    During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
    After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.

    Spoiler:
    Cultist Archer
    WotR
    Monster 2
    Traits:
    Half-Elf
    Cultist
    Ranger
    To Defeat:
    Combat 14
    Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_

    Spoiler:
    Horned Demon
    WotR
    Monster 4
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 26
    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.
    These hulking beasts are often employed as slavers, harem keepers, and mercenaries_

    Spoiler:
    Filth Demon
    WotR
    Monster 4
    Traits:
    Demon
    Curse
    To Defeat:
    Combat 22
    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 or banish the Filth Demon; otherwise, bury the top card of your deck.

    Barriers
    Spoiler:
    Blood of Eustoyriax
    WotR
    Barrier 2
    Traits:
    Temptation
    Demon
    Corrupted
    To Defeat:
    None 0
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

    Spoiler:
    Spiked Pit Trap
    WotR
    Barrier B
    Traits:
    Trap
    Veteran
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

    Spoiler:
    Explosive Runes
    WotR
    Barrier B
    Traits:
    Trap
    Magic
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

    Spoiler:
    Explosive Runes
    WotR
    Barrier B
    Traits:
    Trap
    Magic
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

    Spoiler:
    Temptation of Favor
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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 the barrier.

    Weapons
    Spoiler:
    Heavy Crossbow
    WotR
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Spoiler:
    Skirmishing Spear
    WotR
    Weapon 3
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran
    To Acquire:
    Dexterity
    Ranged 15
    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.

    Spoiler:
    Traitor's Blade
    WotR
    Weapon 5
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 13
    If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
    When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.

    Spoiler:
    Planar Crossbow +2
    WotR
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

    Spoiler:
    Shocking Lance +1
    WotR
    Weapon 3
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 13
    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 this is your first combat check of the turn, add another 1d8+1.

    Spells
    Spoiler:
    Charm Monster
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
    If you do not have the Arcane or Divine skill, banish this card after playing it.

    Spoiler:
    Sacred Weapon
    WotR
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Veteran
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Lend Mythic Path
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 14
    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.

    Spoiler:
    Divine Blaze
    WotR
    Spell 4
    Traits:
    Magic
    Divine
    Attack
    Fire
    To Acquire:
    Wisdom
    Divine 12
    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.

    Spoiler:
    Good Omen
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    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 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Spellcaster's Shield
    WotR
    Armor 1
    Traits:
    Shield
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude
    Arcane
    Divine 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Demon Armor
    WotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
    Recharge this card to reduce Combat or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Bejeweled Helm
    WotR
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Recharge this card to add 1d6 and the Fire trait to your combat checks.
    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.

    Spoiler:
    Decemvirate Helm
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    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.

    Spoiler:
    Black Dragonhide Breastplate
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage dealt 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.

    Items
    Spoiler:
    Pauper's Thighbone
    WotR
    Item 3
    Traits:
    Item
    Mythic
    To Acquire:
    Banish an Item 0
    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.

    Spoiler:
    Knight's Pennon
    WotR
    Item 2
    Traits:
    Object
    To Acquire:
    Charisma
    Diplomacy 9
    When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

    Spoiler:
    Wand of Paralyze
    WotR
    Item B
    Traits:
    Wand
    Attack
    Magic
    Arcane
    Divine
    Mental
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck.
    After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it.

    Spoiler:
    Exorcism Kit
    WotR
    Item B
    Traits:
    Tool
    Veteran
    To Acquire:
    Wisdom
    Divine 8
    Recharge this card to add the Magic trait to any check by a character at your location.
    Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.

    Spoiler:
    Mist Horn
    WotR
    Item 1
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 9
    Display this card next to a location. Reduce damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

    Allies
    Spoiler:
    Belthis Loumis
    WotR
    Ally B
    Traits:
    Human
    Hireling
    To Acquire:
    Craft 6
    OR Charisma
    Diplomacy 9
    Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
    Discard this card to explore your location.

    Spoiler:
    Jesker Helton
    WotR
    Ally 3
    Traits:
    Human
    Cleric
    To Acquire:
    None 0
    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.

    Spoiler:
    Thylacine
    WotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 10
    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.

    Spoiler:
    Redeemer Blacksmith
    WotR
    Ally 3
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Craft 8
    THEN Charisma
    Diplomacy 9
    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.

    Spoiler:
    Wolf
    WotR
    Ally 2
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location.

    Blessings
    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Spoiler:
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Spoiler:
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Spoiler:
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Current Hour:

    Blessing of Xoveron:
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Hours Remaining: 20

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 1 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 2 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 2 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 3 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 3 Erasmus/Greenclaw
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 4 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 4 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 5 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 5 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 6 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 6 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 7 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 7 Amaryllis/Void_Eagle
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 8 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 8 Ukuja/Yewstance
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 9 Erasmus/Greenclaw
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 10 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 10 Amaryllis/Void_Eagle
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 11 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 12 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 12 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 13 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 13 Amaryllis/Void_Eagle
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Hourglass Card 14 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 14 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 15 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 15 Erasmus/Greenclaw
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 16 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 16 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 17 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 17 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 18 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 18 Erasmus/Greenclaw
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 19 Amaryllis/Void_Eagle
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 20 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Location #1: Abyssal Rift
    At This Location: Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
    When Closing: This side of this location is always temporarily closed.
    When Permanently Closed: This location is never permanently closed.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Amaryllis/Void_Eagle, {Flipside Text} (Xenarth)

    (The location was searched on this turn; there's no AD5 boons)

    Abyssal Rift Card 1 (Putrid Ooze):
    Putrid Ooze
    WotR
    Monster 4
    Traits:
    Ooze
    Aquatic
    To Defeat:
    Combat 22
    OR Dexterity 16
    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.
    If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_
    Abyssal Rift Card 2:
    Xenarth
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 24
    The Xenarth is immune to the Electricity and Poison traits.
    Before you act, the Xenarth deals 2 Acid damage to each character at your location.
    If undefeated, the Xenarth deals 2 Poison damage to you.
    If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
    Deadlier than any shark, these rare mutations are infused with demon ichor_
    Abyssal Rift Card 3:
    Temptation of Sorcery
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Abyssal Rift Card 4:
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Abyssal Rift Card 5:
    Dismissal
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 8
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    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 10 check to recharge this card instead of discarding it.
    Abyssal Rift Card 6:
    Compelling Offer
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.

    Location #2: Family Tomb
    Closed
    At This Location: When a character dies, all other characerts at this location die.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ukuja/Yewstance, None
    Family Tomb Card 1:
    Greed
    WotR
    Barrier 4
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Family Tomb Card 2:
    Demon Eater
    WotR
    Monster 3
    Traits:
    Outsider
    To Defeat:
    Combat 21
    Armors may not be played during this encounter.
    If undefeated, bury 1d4+1 random cards from your discard pile.
    Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

    Location #3: Locust Shrine
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Erasmus/Greenclaw,

    Location #4: Abyssal River
    Abyssal
    At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    When Closing: Discard a card that has the Divine trait.
    When Permanently Closed: On closing, you are dealt 1 Poison damage.
    M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: (Isilda - Villain)

    Abyssal River Card 1:
    Horn of Assured Victory
    WotR
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
    Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.
    Abyssal River Card 2:
    Cape of Wasps
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    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.
    Abyssal River Card 3:
    Cultist Archer
    WotR
    Monster 2
    Traits:
    Half-Elf
    Cultist
    Ranger
    To Defeat:
    Combat 14
    Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
    Abyssal River Card 4:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Abyssal River Card 5:
    Wrecker Demon
    WotR
    Monster 1
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 14
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.
    These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
    Abyssal River Card 6:
    Isilda
    None
    Villain 5
    Type: Monster
    Traits:
    Cleric
    Ghost
    Incorporeal
    Mythic
    Undead
    To Defeat:
    Combat 40
    Isilda is immune to the Mental and Poison traits.
    Before you act, attempt a Divine or Knowledge 20 check. If you fail, either expend 1d4+1 mythic charges or bury your role card. If you succeed, or if you play a spell that has the Force trait, add 5 to your check to defeat.
    If the check to defeat does not have the Magic trait, Isilda is undefeated.

    Location #5: Prison Vault
    Closed
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: (Stalker's Crossbow, Terraform, Wand of Sacred Weapon)
    Prison Vault Card 1:
    Wand of Sacred Weapon
    WotR
    Item 2
    Traits:
    Wand
    Attack
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 10
    For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.
    Prison Vault Card 2:
    Terraform
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    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.
    Prison Vault Card 3:
    Stalker's Crossbow
    WotR
    Weapon 4
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 11
    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.


  • Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2

    It is the hour of Xoveron.
    Start of turn: Recharge Aegis of Recovery to add +3 to all checks this turn.
    Move to Abyssal River. Explore.

    Horn of Assured Victory:

    WotR
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
    Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

    Constitution 7: 1d6 + 3 ⇒ (4) + 3 = 7 Acquired!

    Closing in on Isilda, Erasmus picks up a magical horn.

    Discard Mindblade to explore again.

    Cape of Wasps:

    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    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.

    Auto acquire at +11 Arcane.

    ...and a magical scroll.

    Discard Sign of the Pack to explore again.

    Cultist Archer:

    WotR
    Monster 2
    Traits:
    Half-Elf
    Cultist
    Ranger
    To Defeat:
    Combat 14
    Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_

    Auto succeed BYA Perception check at +13.
    Reveal Mind's Eye Blade.
    Combat (Dexterity) 14: 1d8 + 2 + 1d4 + 2 + 1d6 + 5 + 3 ⇒ (7) + 2 + (4) + 2 + (4) + 5 + 3 = 27 Defeated!

    A sneaky archer tries to get the jump on Erasmus but the ever perceptive medium is hard to take by surprise. Erasmus' arrow hits its mark even before his attacker has time to release the string of his own bow.

    Examine top card of deck from weapon's power: Blessing of Ascension.

    End Turn. Reset Hand.

    Erasmus wrote:

    Hand: Spirit Relatives (Baylock), Starbow, Transmogrify, Cape of Wasps, Marksman's Bow, Horn of Assured Victory, MInd's Eye Blade,

    Displayed:
    Deck: 13 Discard: 4 Buried: 0
    Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [X]+1 [X]+2 [ ]+3
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [ ]+1 [ ]+2 [ ]+3
    Wisdom d6 [X]+1 [X]+2
    Perception: Wisdom +3
    Charisma d8 [X]+1 [X]+2 [ ]+3
    Arcane: Charisma +1

    Favored Card: Spell
    Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
    Proficient with: Light Armors Weapons
    Powers:
    On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
    [ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    [X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
    [ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.

    Erasmus can display Transmogrify if anyone encounters the villain to reduce difficulty of checks by 1d8+3+1d6, and bury Horn of Assured Victory to add 1d4 to all checks.


    I generally aim to produce updates every 2-3 turns (basically once a round) unless a villain escape or a location shuffle occurs, for future reference.

    =======================

    During This Adventure:

  • The servitor demon is the henchman Treachery Demon.

    PLAYER HANDS || THREAT TEXTS || LOOT

    During This Scenario:

  • When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location. At the end of the scenario, banish all boons displayed next to the scenario.

  • Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck.

  • If Isilda is defeated and the number of boons displayed next to the scenario is less than twice the number of characters, when checking to see if the villain escapes, treat all locations as open. (BR's Note: This can lead to the villain escaping to a Closed location, so we do need to display enough boons to win.)
  • Displayed Boons: 8/6

    Additional Rules: =
    THREAT LIST:

  • Villain: Isilda
  • Henchmen: Grimslakes

    DISPLAYED: Gift of Nocticula (Post-Roll +1d20):
    Gift of Nocticula
    WotR
    Barrier 4
    Traits:
    Temptation
    Deity
    Demon
    To Defeat:
    None 0
    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.

    Scenario Level (#): 5

    Turn: 11, Amaryllis/Void_Eagle

    Random Cards:

    Monsters
    Spoiler:
    Betrayal Demon
    WotR
    Monster 2
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 16
    The Betrayal Demon is immune to the Electricity and Poison traits.
    During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
    After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.

    Spoiler:
    Corruption Demon
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 25
    The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
    Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
    If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

    Spoiler:
    Gargoyle
    WotR
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    This sinister crouching humanoid resembles a horned, winged demon statue_

    Spoiler:
    Peryton
    WotR
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 14
    If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
    If unefeated, the damage dealth by the Peryton is increased by 3.
    Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_

    Spoiler:
    Lost Soul
    WotR
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 19
    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.
    This lost soul's fragmented memories evoke sorrow, longing, and a vengeful hatred for all living things_

    Barriers
    Spoiler:
    Arboreal Blight
    WotR
    Barrier B
    Traits:
    Skirmish
    Demon
    To Defeat:
    None 0
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

    Spoiler:
    Spiked Pit Trap
    WotR
    Barrier B
    Traits:
    Trap
    Veteran
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

    Spoiler:
    Rallying Cry
    WotR
    Barrier B
    Traits:
    Task
    Cache
    To Defeat:
    None 0
    Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

    Spoiler:
    Blood of Eustoyriax
    WotR
    Barrier 2
    Traits:
    Temptation
    Demon
    Corrupted
    To Defeat:
    None 0
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

    Spoiler:
    Mythic Glyph
    WotR
    Barrier 4
    Traits:
    Trap
    Magic
    Arcane
    Mythic
    To Defeat:
    Arcane
    Divine 17
    OR Intelligence
    Knowledge
    Stealth 14
    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 your hand size, rounded down.
    After you act, banish this barrier.

    Weapons
    Spoiler:
    Sawtooth Sabre +2
    WotR
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Veteran
    To Acquire:
    Strength
    Melee 11
    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.

    Spoiler:
    Skirmishing Spear
    WotR
    Weapon 3
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran
    To Acquire:
    Dexterity
    Ranged 15
    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.

    Spoiler:
    Spirit Blade
    WotR
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 9
    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 spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.

    Spoiler:
    Sword of Subtlety
    WotR
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Shocking Lance +1
    WotR
    Weapon 3
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 13
    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 this is your first combat check of the turn, add another 1d8+1.

    Spells
    Spoiler:
    Unearthly Aim
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 8
    Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.

    Spoiler:
    Elemental Bombardment
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Spoiler:
    Fire Shield
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    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.

    Spoiler:
    Dismissal
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 8
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    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 10 check to recharge this card instead of discarding it.

    Spoiler:
    Divine Blaze
    WotR
    Spell 4
    Traits:
    Magic
    Divine
    Attack
    Fire
    To Acquire:
    Wisdom
    Divine 12
    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.

    Armors
    Spoiler:
    Expeditious Chain Mail
    WotR
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Acrobatics 9
    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.

    Spoiler:
    Helm of the Serpent King
    WotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    Corrupted
    Mythic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
    Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Spiritwalk Armor
    WotR
    Armor 5
    Traits:
    Light Armor
    Magic
    Mythic
    To Acquire:
    Constitution
    Fortitude
    Stealth 11
    Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Spiny Shield
    WotR
    Armor 2
    Traits:
    Shield
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Demon Armor
    WotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
    Recharge this card to reduce Combat or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Chaos Stone
    WotR
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

    Spoiler:
    Exorcism Kit
    WotR
    Item B
    Traits:
    Tool
    Veteran
    To Acquire:
    Wisdom
    Divine 8
    Recharge this card to add the Magic trait to any check by a character at your location.
    Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.

    Spoiler:
    Belt of Charging
    WotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Melee 11
    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.

    Spoiler:
    Holy Phylactery
    WotR
    Item B
    Traits:
    Object
    Divine
    Veteran
    To Acquire:
    Divine 6
    The difficulty of the check to acquire this card is increased by the scenario's adventure deck number.
    During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter.
    After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it.

    Spoiler:
    Skinstitcher's Manual
    WotR
    Item 4
    Traits:
    Book
    Magic
    Corrupted
    Mythic
    To Acquire:
    Arcane
    Craft
    Divine
    Knowledge 12
    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 insted of burying it.

    Allies
    Spoiler:
    Kamilo Dann
    WotR
    Ally 2
    Traits:
    Human
    Soldier
    To Acquire:
    None 0
    When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card.
    Discard this card to add 1d6 to your combat check.
    Discard this card to explore your location. During this exploration, add 1d4 to your first combat check.

    Spoiler:
    Retainer
    WotR
    Ally B
    Traits:
    Elf
    Hireling
    To Acquire:
    Charisma
    Diplomacy 4
    Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
    Discard this card to explore your location.

    Spoiler:
    Suurlahetas
    WotR
    Ally 5
    Traits:
    Outsider
    Devil
    To Acquire:
    None 0
    To acquire this card, shuffle a random monster from the box into each open location deck without looking at them.
    Discard this card to add 2d6 and the Fire trait to your combat check.
    Banish this card to search a location deck for a boon and add it to your hand.

    Spoiler:
    Scribe
    WotR
    Ally 2
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.

    Spoiler:
    Jesker Helton
    WotR
    Ally 3
    Traits:
    Human
    Cleric
    To Acquire:
    None 0
    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.

    Blessings
    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Spoiler:
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Spoiler:
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Current Hour:

    Blessing of Ascension:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 1 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 2 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 2 Erasmus/Greenclaw
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 3 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 3 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 4 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 4 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 5 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 5 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 6 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 6 Amaryllis/Void_Eagle
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 7 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 7 Ukuja/Yewstance
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 8 Erasmus/Greenclaw
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 9 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 9 Amaryllis/Void_Eagle
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 10 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 11 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 11 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 12 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 12 Amaryllis/Void_Eagle
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Hourglass Card 13 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 13 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 14 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 14 Erasmus/Greenclaw
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 15 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 15 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 16 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 16 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 17 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 17 Erasmus/Greenclaw
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 18 Amaryllis/Void_Eagle
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 19 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Location #1: Abyssal Rift
    Closed
    At This Location: Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
    When Permanently Closed: This location is never permanently closed.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Amaryllis/Void_Eagle, {Flipside Text} (Xenarth)

    (The location was searched on this turn; there's no AD5 boons)

    Abyssal Rift Card 1 (Putrid Ooze):
    Putrid Ooze
    WotR
    Monster 4
    Traits:
    Ooze
    Aquatic
    To Defeat:
    Combat 22
    OR Dexterity 16
    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.
    If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_
    Abyssal Rift Card 2:
    Xenarth
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 24
    The Xenarth is immune to the Electricity and Poison traits.
    Before you act, the Xenarth deals 2 Acid damage to each character at your location.
    If undefeated, the Xenarth deals 2 Poison damage to you.
    If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
    Deadlier than any shark, these rare mutations are infused with demon ichor_
    Abyssal Rift Card 3:
    Temptation of Sorcery
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Abyssal Rift Card 4:
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Abyssal Rift Card 5:
    Dismissal
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 8
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    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 10 check to recharge this card instead of discarding it.
    Abyssal Rift Card 6:
    Compelling Offer
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    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.

    Location #2: Family Tomb
    Closed
    At This Location: When a character dies, all other characerts at this location die.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ukuja/Yewstance, None
    Family Tomb Card 1:
    Greed
    WotR
    Barrier 4
    Traits:
    Temptation
    To Defeat:
    None 0
    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.
    Family Tomb Card 2:
    Demon Eater
    WotR
    Monster 3
    Traits:
    Outsider
    To Defeat:
    Combat 21
    Armors may not be played during this encounter.
    If undefeated, bury 1d4+1 random cards from your discard pile.
    Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

    Location #3: Locust Shrine
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #4: Abyssal River
    Abyssal
    At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    When Closing: Discard a card that has the Divine trait.
    When Permanently Closed: On closing, you are dealt 1 Poison damage.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Erasmus/Greenclaw, (Isilda - Villain)

    Abyssal River Card 1 (Blessing of Ascension):
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Abyssal River Card 2:
    Wrecker Demon
    WotR
    Monster 1
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 14
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.
    These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
    Abyssal River Card 3:
    Isilda
    None
    Villain 5
    Type: Monster
    Traits:
    Cleric
    Ghost
    Incorporeal
    Mythic
    Undead
    To Defeat:
    Combat 40
    Isilda is immune to the Mental and Poison traits.
    Before you act, attempt a Divine or Knowledge 20 check. If you fail, either expend 1d4+1 mythic charges or bury your role card. If you succeed, or if you play a spell that has the Force trait, add 5 to your check to defeat.
    If the check to defeat does not have the Magic trait, Isilda is undefeated.

    Location #5: Prison Vault
    Closed
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: (Stalker's Crossbow, Terraform, Wand of Sacred Weapon)
    Prison Vault Card 1:
    Wand of Sacred Weapon
    WotR
    Item 2
    Traits:
    Wand
    Attack
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 10
    For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.
    Prison Vault Card 2:
    Terraform
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    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.
    Prison Vault Card 3:
    Stalker's Crossbow
    WotR
    Weapon 4
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 11
    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.


  • Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

    Amaryllis starts her turn.
    It's the hour of Ascension.

    Amaryllis stays at the Abyssal Rift, and takes her free exploration.

    Putrid Ooze:
    WotR
    Monster 4
    Traits:
    Ooze
    Aquatic
    To Defeat:
    Combat 22
    OR Dexterity 16
    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.
    If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase

    When I encounter the card, I banish Cloudburst and ignore the BYA check. Then I use it for the combat check and reveal Black Robe for an additional +2.
    Combat (Arcane) 22: 1d12 + 4 + 2 + 5 + 3d6 + 2 ⇒ (7) + 4 + 2 + 5 + (5, 6, 2) + 2 = 33 -> Defeated, Putrid Ooze is banished.

    Amaryllis ends her turn, auto-recharges Cloudburst (with help from Black Robe and Binder's Tome), flips the location, and resets her hand.

    Amaryllis wrote:

    Hand: Blessing of the Spellbound 3, Binder's Tome, Gem of Mental Acuity, Black Robe, Sphere of Fire, Blessing of the Spellbound 2, Blessing of the Spellbound 1,

    Displayed:
    Deck: 10 Discard: 4 Buried: 0
    Notes: I have two blessings available for help, although note that they currently only give a d4. This leaves one blessing to bury to flip the location if we encounter the villain; at which point the blessings I play will be d12s instead.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d8 [X] +1 [ ] +2 [ ] +3
    Acrobatics: Dexterity +2
    Constitution d8 [ ] +1 [ ] +2
    Fortitude: Constitution +2
    Intelligence d4 [ ] +1 [ ] +2
    Wisdom d4 [ ] +1 [ ] +2
    Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
    Arcane: Charisma +2

    Favored card: Spell
    Hand Size: 6 [X] 7 [ ] 8
    Proficient with: [ ] Light Armor
    POWERS
    If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([ ] or the top card of your deck) to ignore the result and reroll the dice ([ ] and add 1d4). You must take the second result.
    After ([X] and before) you reset your hand, you may attempt to recharge a spell from your discard pile.
    [X] Reduce Electricity ([ ] and Acid and Cold) damage dealt to you by 1 ([X] 2).
    [ ]When you play a Blessing of the Gods, add a d12 in place of the normal die.

    Mythic Archmage:
    MYTHIC POWERS
    Charges: 5
    Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.

    Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

    Note the info in my notes section about blessings and if/when we encounter the villain


    Deck Handler // Searching For: TBD

    Ukuja starts his turn.
    Blessing of Ascension discarded from the blessings deck.

    Ukuja moves to the Abyssal River.
    Ukuja takes his free exploration:

    Abyssal River Card 1 (Blessing of Ascension): Blessing of Ascension:

    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Automatically Acquired.

    Ukuja discards Blessing of Ascension to gain a Mythic Charge (now 6).
    Ukuja discards Blessing of the Gods (cloning Blessing of Ascension from the Hour) to gain a Mythic Charge (now 7).

    Ukuja discards Verdant Rager to explore again, adding 1d6 to combat and Survival checks during this exploration.

    Abyssal River Card 2: Wrecker Demon:

    WotR
    Monster 1
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 14
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.
    Combat: Reveal Wendifisa Spear to use Survival +1d12+1.
    Combat/Survival 14 (Verdant Rager): 1d10 + 7 + 7 + 1d12 + 1 + 1d6 ⇒ (7) + 7 + 7 + (7) + 1 + (5) = 34 -> Pass.
    Defeated.

    Ukuja discards Elk to explore again, adding 1d6 to Wisdom and Dexterity checks during this exploration.

    Abyssal River Card 3: Isilda:

    None
    Villain 5
    Type: Monster
    Traits:
    Cleric
    Ghost
    Incorporeal
    Mythic
    Undead
    To Defeat:
    Combat 40
    Isilda is immune to the Mental and Poison traits.
    Before you act, attempt a Divine or Knowledge 20 check. If you fail, either expend 1d4+1 mythic charges or bury your role card. If you succeed, or if you play a spell that has the Force trait, add 5 to your check to defeat.
    If the check to defeat does not have the Magic trait, Isilda is undefeated.
    Villain - Guard Locations: As per her notes, Amaryllis buries Blessing of the Spellbound to flip her location; it's now considered Guarded.
    No other open locations.
    Erasmus displays Transmogrify to decrease the difficulty of checks to defeat Isilda by...

    Transmogrify: Difficulty Decrease: 1d8 + 3 + 1d6 ⇒ (3) + 3 + (5) = 11

    BA: Ukuja discards Blessing of Nivi Rhombodazzle to add 2d6 to his Divine check - "6s" on d6s become 7.
    BA: Divine 20 (Elk, Blessing of Nivi Rhombodazzle): 1d10 + 5 + 7 + 1d6 + 2d6 ⇒ (6) + 5 + 7 + (3) + (3, 3) = 27 -> Pass; Ukuja adds 5 to his check to defeat.

    Combat: Reveal and additionally discard Wendifisa Spear to use Survival +2d12+1.
    Amaryllis discards Blessing of the Spellbound 2 to add 1d12.

    After adding his number of Mythic Charges (7) to his Wisdom check, Ukuja expends 5 Mythic Charges (now 2) to replace his 5 highest dice with a total of 5d20.
    Combat/Survival 29 (Transmogrify, Elk, Mythic Hierophant, Blessed, BA result): 2d20 + 7 + 7 + 2d20 + 1 + 1d20 + 5 ⇒ (12, 17) + 7 + 7 + (14, 13) + 1 + (15) + 5 = 91 -> Pass.
    Mythic Path (Mythic Hierophant): Ukuja selectively heals Verdant Rager.

    Defeated.
    Mythic Bane defeated: Ukuja gains a mythic charge (now 3).

    All locations are guarded, at least 6 boons are displayed; we win!

    The twisted priestess is cornered; her focus cleansed by Amaryllis' fiery magic, and her incorporeal visage caught between Erasmus's spiritual bindings and Ukuja's magical weapons. She screams her monstrous defiance, her inhuman form lashing out, but Erasmus's bindings hold firm as Ukuja's spear glows with his Mythic power.

    At last, Ukuja ducks beneath her blows and thrusts his spear through her, piercing her transparent outline and, at lastm exorcises her foul influence with a blaze of light and energy channeled through his weapons.

    Ukuja wrote:

    Hand: Oaken Staff, Leshykineticist, Druid of the Green Faith, Blessing of Deskari, Blessing of the Starsong,

    Displayed: Pygmy Ankylosaur, Bearskin Armor (Core), Aspect of the Bull,
    Deck: 6 Discard: 10 Buried: 2
    Mythic Charges: 5/5
    Hero Points: 6
    NOTES:
    Available Support: Blessings are free to use! Note that Blessing of the Starsong can provide a post-check reroll!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Angelstep, Blessing of Shelyn, Python, Verdant Rager, Call Animal
    Recharged: Cauterize,
    Discard Pile: Hatchetbird, Stone Axe +1, Lann, Wolverine, Javelin of Lightning, Elk, Blessing of the Gods, Blessing of Nivi Rhombodazzle, Blessing of Ascension, Wendifisa Spear,
    Buried Pile: Snapping Flytrap, Charm Animal,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    *Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +1
    Survival: Wisdom +3
    *Charisma d4 ☐ +1

    (* = Modified by my Mythic Charges)
    Favored Card: Ally or Weapon
    Hand Size: 6 ☑ 7 ☑ 8 ☑ 9
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the Animal trait to evade a bane you encounter ([X] or to add 1d4 plus the discarded card's adventure deck number to your combat check) ([X] or to your check to defeat a barrier) ([ ] or to reduce all damage dealt to you by 1 plus the discarded card's adventure deck number) ([ ] or to examine the top 2 cards of your location deck, then put them back in any order).
    [ ] At the end of your turn, you may recharge ([ ] or shuffle into your deck) a random card that has the Animal trait from your discard pile.
    [ ] When you play an ally that has the Animal trait on your check, you may additionally recharge a card to add 1d6.
    [ ] You may reveal any number of cards that have the Animal trait to add that number to your check against a bane, then discard ([ ] or recharge) a card that you have revealed.
    Each scenario, choose 2 Hunter Deck cohorts.

    Mythic Hierophant:
    Mythic Path B

    Powers:
    Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.

    Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.


    Pygmy Ankylosaur:
    Traits
    Animal

    Powers
    Display this card. While displayed, you may reduce all damage dealt to you by 1.

    While displayed, when you do not defeat a non-villain monster and would shuffle it into the deck it came from, you may instead put it on top of that location deck or under that deck's top card.

    While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4, or to 0 if you have a role card.

    Python:
    Traits
    Animal

    Powers
    Display this card. While displayed you gain the skill Fortitude: Constitution +2.

    While displayed, after you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

    While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card.


    COMPLETED SCENARIO 5B: THE TOWER THAT WOULD NOT DIE

    TIER PROGRESSION:
    All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
    Erasmus -> Tier 5, 2XP
    Ukuja, Amaryllis -> Tier 5, 3XP

    SCENARIO REWARD:

  • Each character chooses a type of boon other than loot, then draws a card of that type that has an adventure deck number of 5 from the box.
    (BR's Note: Remember, since this is Season 1, that means to pick a random Level 5 card from your combined Class Deck Box(es) of a type of your choice, and you can consider that specific random card to be added to your deck, if you wish. This is separate from your deck upgrade.)

    DEVELOPMENT:

    You have found Isilda’s focus and used it against her. The ghostly priestess is truly destroyed. All around you, you can see that the Yathscar is already recovering from her influence. Mind you, it’s still a horrid mass of flesh and blood, but at least it isn’t pulsating any more. Thank Iomedae for small favors.

    From all across the countryside, demons are coming to find you, but they’re not coming to slay you. They just want a glimpse of the conquerors who are certain to banish their corrupted kith and kin from this plane of existence forever. Apparently, they don’t expect to live to tell the tale. They just want to say they were there at the time.

    This is what it feels like to be truly mythic.

    ACQUIRED CARDS:

    Animal Tamer (Ally B)
    Lann (Ally 1)

    Armor of the Pious (Armor 2)

    Blessing of Shelyn (Blessing B)
    Blessing of Ascension (Blessing B)
    Blessing of Ascension (Blessing B)
    Blessing of the Starsong (Blessing 3)

    Horn of Assured Victory (Item 2)

    Cape of Wasps (Spell 4)

    =============================================

    Let me know if I missed any Acquired card; the list looks a bit short to my perspective.

    I'll aim to post the start of the next scenario in about 2 days from now; congratulations to all!


  • Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2

    Choosing spell for bonus deck upgrade from OA2 and UM in deck then alphabetical order: 1d6 ⇒ 4 Eagle Aerie. Not one of the ones I was most interested in, but sure I'll take it.

    Deck upgrades:
    Spell 4: 1d1000 ⇒ 660
    Blessing 3: 1d1000 ⇒ 720


    Note that there's the triumphant return of a COHORT in this scenario! I do not own the promo cohort, alas, so I will not list it as an option.

    SCENARIO 5C: PULURA’S FAL

    After two mighty victories, your campaign into the Wounded Lands has been a success so far. Two foully evil women have ended their reign over the land, and the Worldwound has you to thank for it. Now you will encounter a third woman in this daring expedition, but this one will be happy to see you arrive.

    The celestial Eliandra defends a rare bastion of good in this corrupted land. Demons have besieged the temple of Pulura’s Fall for more than a century. The “fall” in question is a waterfall of once-considerable volume; the lakes above and below it are now barren and seared. Before the Worldwound cracked open, the nobles of Iz used the fall as a sacred waterway in which to bury their dead in blazing barges. With the water gone, the remnants of those barges poke out from the lakebed, enduring as a mockery of reverent ceremonies enacted long ago.

    And that is not the only mockery that has befallen this land. In the First Crusade, demonic necromancers animated the bodies of the honored dead… with spectacularly poor results. The dead turned upon the necromancers and rent them limb from limb. Now free of control, undead shamble through the area around Pulura’s Fall looking for something to destroy. You’ll do in a pinch.

    An army of demons awaits you around the temple. They have not broken the gates in the last hundred years, but that could change. The commander of this army, waiting for the priests inside to die of old age, is the demon Belseferek, Butcher of the Starlight Host. He has the favor of Ylleshka, the two-headed, twelve-armed ophidian demon who kidnapped the Herald of Iomedae. If you can defeat her and save the temple, you can find out what happened to the Herald. Of course, you might not like what you find.

    COHORTS:

    High Priestess Eliandra:

    None Cohort 5
    Traits: Cleric Outsider Pulura
    Put this card on top of a character’s deck to evade a card that has the Demon trait.

    Recharge this card and choose a character to shuffle a card from his discard pile into his deck.
    “With your help, Pulura’s Fall will be cleansed, and the balance shall be restored!”

    LOCATIONS:
    1 - CEMETERY
    1 - SACRISTY
    1 - SHRINE TO BAPHOMET
    2 - CELESTIAL BEACON
    3 - PARADISE HILL

    THREAT LIST:

  • Villain: Belseferek, Ylleshka
  • Henchmen: Brimoraks (+Labyrinth Minotaurs)

    DURING THIS SCENARIO:

  • When you defeat a Brimorak, you may not attempt to close the location it came from; put a Labyrinth Minotaur on top of that location deck.

  • When a villain is defeated and cannot escape, display it next to the scenario.
  • To win the scenario, both villains must be displayed next to the scenario.


  • Alright; finish your Deck Upgrades, choose your Loot cards, your starting locations, draw your opening hands and we can begin! Erasmus will start, once everyone's ready.

    Note that Ukuja has no interest in the Cohort. Also note that all of the henchman/villain texts have been added to the Threat Texts sheet for this scenario.

    ========================================

    During This Adventure:

  • The servitor demon is the henchman Treachery Demon.

    PLAYER HANDS || THREAT TEXTS || LOOT

    During This Scenario:

  • When you defeat a Brimorak, you may not attempt to close the location it came from; put a Labyrinth Minotaur on top of that location deck.

  • When a villain is defeated and cannot escape, display it next to the scenario.
  • To win the scenario, both villains must be displayed next to the scenario.

    Additional Rules: =
    THREAT LIST:

  • Villain: Belseferek, Ylleshka
  • Henchmen: Brimoraks (+Labyrinth Minotaurs)

    High Priestess Eliandra:

    None Cohort 5
    Traits: Cleric Outsider Pulura
    Put this card on top of a character’s deck to evade a card that has the Demon trait.

    Recharge this card and choose a character to shuffle a card from his discard pile into his deck.
    “With your help, Pulura’s Fall will be cleansed, and the balance shall be restored!”

    Scenario Level (#): 5

    Turn: 0, Ukuja/Yewstance

    Random Cards:

    Monsters
    Spoiler:
    Corruption Demon
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 25
    The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
    Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
    If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

    Spoiler:
    Xenarth
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 24
    The Xenarth is immune to the Electricity and Poison traits.
    Before you act, the Xenarth deals 2 Acid damage to each character at your location.
    If undefeated, the Xenarth deals 2 Poison damage to you.
    If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
    Deadlier than any shark, these rare mutations are infused with demon ichor_

    Spoiler:
    Mandragora
    WotR
    Monster 1
    Traits:
    Plant
    To Defeat:
    Combat 11
    The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
    If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
    Mandragoras are mandrake roots that fed on corpses_

    Spoiler:
    Alderpash's Ghoul
    WotR
    Monster 5
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 23
    Alderpash's Ghoul is immune to the Mental and Poison trait.
    Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
    If undefeated, end your turn.

    Spoiler:
    Slimy Fiend
    WotR
    Monster 5
    Traits:
    Outsider
    Fiend
    To Defeat:
    Combat 22
    The Slimy Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 17 check or you may not play spells that have the Attack trait.
    After you act, if the check to defeat did not have the Attack or Ranged trait, the Slimy Fiend deald 1d4+1 Acid damage to you.
    These froglike fiends are deployed as shock troops or tasked with guarding slaves_

    Barriers
    Spoiler:
    Spiked Pit Trap
    WotR
    Barrier B
    Traits:
    Trap
    Veteran
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

    Spoiler:
    Arboreal Blight
    WotR
    Barrier B
    Traits:
    Skirmish
    Demon
    To Defeat:
    None 0
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

    Spoiler:
    Demonic Horde
    WotR
    Barrier B
    Traits:
    Skirmish
    Demon
    To Defeat:
    None 0
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Spoiler:
    Rallying Cry
    WotR
    Barrier B
    Traits:
    Task
    Cache
    To Defeat:
    None 0
    Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

    Spoiler:
    Poison Spiked Pit Trap
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Weapons
    Spoiler:
    Disrupting Warhammer
    WotR
    Weapon 5
    Traits:
    Hammer
    Melee
    Bludgeoning
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Heavy Crossbow
    WotR
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Spoiler:
    Heavy Pick +2
    WotR
    Weapon 4
    Traits:
    Pick
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee 13
    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 a 7.

    Spoiler:
    Spirit Blade
    WotR
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 9
    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 spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.

    Spoiler:
    Skirmishing Spear
    WotR
    Weapon 3
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran
    To Acquire:
    Dexterity
    Ranged 15
    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.

    Spells
    Spoiler:
    Charm Monster
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
    If you do not have the Arcane or Divine skill, banish this card after playing it.

    Spoiler:
    Charm Monster
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
    If you do not have the Arcane or Divine skill, banish this card after playing it.

    Spoiler:
    Elemental Bombardment
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Spoiler:
    Dragon's Breath
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, you may discard this card to use your Arcane skill + 3d6 and 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 discaring it.

    Spoiler:
    Death's Touch
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Spiritwalk Armor
    WotR
    Armor 5
    Traits:
    Light Armor
    Magic
    Mythic
    To Acquire:
    Constitution
    Fortitude
    Stealth 11
    Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Celestial Armor
    WotR
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    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.

    Spoiler:
    Armor of the Pious
    WotR
    Armor 2
    Traits:
    Heavy Armor
    Magic
    Healing
    To Acquire:
    Constitution
    Fortitude 8
    When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
    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.

    Spoiler:
    Commander's Field Plate
    WotR
    Armor 2
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 8
    When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
    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.

    Spoiler:
    Helm of the Valkyrie
    WotR
    Armor 1
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    At the end of your turn, bury this card to move.
    Recharge this card to reduce Combat 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.

    Items
    Spoiler:
    Wand of Cancellation
    WotR
    Item 1
    Traits:
    Wand
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 9
    When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
    After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

    Spoiler:
    Dawnflower's Light
    WotR
    Item 2
    Traits:
    Object
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 9
    Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.

    Spoiler:
    Tome of Mental Prowess
    WotR
    Item 3
    Traits:
    Book
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    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.

    Spoiler:
    Pure Holy Water
    WotR
    Item 3
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Craft
    Wisdom
    Divine 12
    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.

    Spoiler:
    Manual of War
    WotR
    Item 1
    Traits:
    Book
    To Acquire:
    Melee
    Ranged 8
    Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

    Allies
    Spoiler:
    Wolf
    WotR
    Ally 2
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location.

    Spoiler:
    Retainer
    WotR
    Ally B
    Traits:
    Elf
    Hireling
    To Acquire:
    Charisma
    Diplomacy 4
    Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
    Discard this card to explore your location.

    Spoiler:
    Waxberry
    WotR
    Ally 5
    Traits:
    Halfling
    Cleric
    To Acquire:
    None 0
    To acquire this card, summon and defeat the henchman Stringy Fiend.
    Bury this card and choose a character at your location to shuffle 1d4+2 random cards from his discard pile into his deck.
    Discard this card to explore your location. If the top card of the blessings discard pile has the Iomedae trait, you may recharge this card instead of discarding it.

    Spoiler:
    Demon Hunter
    WotR
    Ally B
    Traits:
    Human
    Ranger
    To Acquire:
    Melee
    Ranged 7
    OR Charisma
    Diplomacy 6
    Discard this card to add 1d6 to your check against a bane that has the Demon trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.

    Spoiler:
    Druid of the Flame
    WotR
    Ally 1
    Traits:
    Human
    Druid
    Veteran
    To Acquire:
    Survival 7
    OR Charisma
    Diplomacy 9
    Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.

    Blessings
    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Spoiler:
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Spoiler:
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.

    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 1 Erasmus/Greenclaw
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 2 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 3 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 3 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 4 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 4 Erasmus/Greenclaw
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 5 Amaryllis/Void_Eagle
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 6 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 7 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 7 Erasmus/Greenclaw
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 8 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 8 Amaryllis/Void_Eagle
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 9 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 9 Ukuja/Yewstance
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 10 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 11 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 11 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 12 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 12 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 13 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 13 Erasmus/Greenclaw
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Hourglass Card 14 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 14 Amaryllis/Void_Eagle
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 15 Ukuja/Yewstance
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 16 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 16 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 17 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 17 Amaryllis/Void_Eagle
    Blessing of Sifkesh
    WotR
    Blessing 5
    Traits:
    Divine
    Sifkesh
    Corrupted
    To Acquire:
    Bury any card 0
    OR Divine 5
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Corrupted trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
    Hourglass Card 18 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 18 Ukuja/Yewstance
    Blessing of Sifkesh
    WotR
    Blessing 5
    Traits:
    Divine
    Sifkesh
    Corrupted
    To Acquire:
    Bury any card 0
    OR Divine 5
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Corrupted trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
    Hourglass Card 19 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 19 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 20 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 20 Amaryllis/Void_Eagle
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 21 Ukuja/Yewstance
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 22 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 22 Erasmus/Greenclaw
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 23 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 23 Amaryllis/Void_Eagle
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 24 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 24 Ukuja/Yewstance
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    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.
    Hourglass Card 25 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 25 Erasmus/Greenclaw
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 26 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 26 Amaryllis/Void_Eagle
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 27 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 28 Erasmus/Greenclaw:
    Spoiler:
    Hourglass Card 28 Erasmus/Greenclaw
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 29 Amaryllis/Void_Eagle:
    Spoiler:
    Hourglass Card 29 Amaryllis/Void_Eagle
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 30 Ukuja/Yewstance:
    Spoiler:
    Hourglass Card 30 Ukuja/Yewstance
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Location #1: Cemetery
    At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Draw a card and bury a card.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #2: Sacristy
    At This Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
    When Closing: Succeed at a Divine 7 check or discard a card that has the Divine trait.
    When Permanently Closed: On closing, add 1 of your buried cards to your hand.
    M: 0 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 4 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #3: Shrine to Baphomet
    Abyssal
    At This Location: Ignore the Magic train on all boons.
    When Closing: Succeed at a Wisdom, Divine, or Survival 12 check.
    When Permanently Closed: On closing, draw a random blessing that does not have the Corrupted trait from the box.
    M: 3 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 1
    Located/Displayed Here: None

    Location #4: Celestial Beacon
    At This Location: Add 1d8 to your checks against a monster that has the Demon trait.
    When Closing: Summon and acquire a random non-Basic blessing.
    When Permanently Closed: On closing, you may recharge a blessing from your discard pile.
    M: 3 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #5: Paradise Hill
    At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
    When Closing: Expend a mythic charge.
    When Permanently Closed: On closing, draw a random non-Basic ally from the box.
    M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None


  • Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

    Amaryllis will start at Paradise Hill.

    Amaryllis wrote:

    Hand: Blessing of Pharasma 2, Cloudburst, Life Drain, Ice And Fire, Blessing of the Spellbound 2, Blessing of the Gods 1, Vampire Bat,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: Any of the blessings are available as needed.
    Sideboard cards:


    Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2

    As no-one else took the cohort, I guess Erasmus will start with it. If Amaryllis actually wanted it, happy for her to take it instead.

    Erasmus will start at Celestial Beacon.

    Erasmus wrote:

    Hand: Spirit Relatives, High Priestess Eliandra, Starbow, Cleric of Nethys, Sign of the Pack , Anathemic Volume, Mind's Eye Blade, Codex of Conversations,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [X]+1 [X]+2 [ ]+3
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [ ]+1 [ ]+2 [ ]+3
    Wisdom d6 [X]+1 [X]+2
    Perception: Wisdom +3
    Charisma d8 [X]+1 [X]+2 [ ]+3
    Arcane: Charisma +1

    Favored Card: Spell
    Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
    Proficient with: Light Armors Weapons
    Powers:
    On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
    [ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
    [X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([X] and you may put a second marker on it until the end of the turn).
    [ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.

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