
Radovan 12789 |

Out of Turn Updates: Healed for 1 by Grazzle
Turn Order: Radovan/Zalarian, Amiri/eddiephlash, Mavaro/Bigguyinblack, Grazzle/Grimsnik
if random character, using Self as #1
Turn - Hour: X - YYYY
SOT: Take 1 fire damage which is reduced; Spectre L2 is displayed next to Quang
Give Card: None
Move: Stay at Molten Pool
Location Powers: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
Explore: Molten Pool Card 1: Blessing of Baphomet
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.
Not able to get without resources.
Untrained Skill Check Melee DC 7: 1d4 + 0 ⇒ (3) + 0 = 3 Success
Will discard sorrowsoul to explore
Explore: Molten Pool Card 2: Flaming Spear +1
WotR
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
Radovan whistles a soft high pitched note and his shadow begins to quiver and move on its own accord. The following words can be heard in the minds of those close to Radovan: "It will be done!"
Bury displayed card (Specre L2) next to Quang to add 1d6 + card's AD# On a non-combat check
Dexterity Check DC 9: 1d8 + 1d6 + 2 ⇒ (6) + (6) + 2 = 14 Success
Radovan inspects the loot and casually chucks it behinds him and a clawed hand thrusts out from his shadow and the item then disappears followed by a low guttural chuckle
Display boon next to Quang
Radovan ends his turn
Blessings played on checks against cards that have the Demon trait add d4 instead of the normal die.
Display the Troop Knights of Kenabres
Troop: Knights of Kenabres:
While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checked skills:
Righteous Medal of Valor: STR
Righteous Medal of Agility: DEX
Righteous Medal of Vigor: CON
Righteous Medal of Clarity: INT
Righteous Medal of Spirit: WIS
Righteous Medal of Command: CHA
Radovan attempts to recover all cards in their Recovery pile.
Radovan resets their hand discarding kama.
"
Hand: w2Captain's Cutlass, Red Leathers, Thieves' Tools#Classic, Zae, w3Spring Blade +1,
Displayed: Norge, Quang, Betrayal Demon L2, Flaming Spear +1,
Deck: 7 Discard: 3 Buried: 2
Hero Points: 3
Mythic Charges:: 2
Reroll last used: 1-2E/Hero Point last used:1-2C
NOTES:
Available Support: Blessings are available for use. (Blessings of the Spy are personal blessings)/ Local character takes 1 less from fire,poison, ranged combat / Captain's cutlass if in hand can be used to reduce 2 combat damage for local character
Middle of Deck (Unknown Order): Blessing of Abadar, Compass, Blessing of the Gods, Blessing of the Ancients, Blessing of Achaekek, w1Menacing Backsword +1, Appleslayer
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Acrobatics<Quang>: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Fortitude<Norge>: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +2
- Perception<Fell Viridio>: Diplomacy (Charisma +2)
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ( 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☑ or to a character at your location) by 1.
[u]Summary[/u]
Player Hands
Current Location: Molten Pool
Acquired: Molten Pool Card 2: Flaming Spear +1
Banished: Molten Pool Card 1: Blessing of Baphomet
Examined: None
Random Card(s) Used: Monster 1
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

BR AAUGHWHY |
During This Adventure: Useful Info (Includes Player Hands and Loot)
The servitor demon is the henchman Blood Demon.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
During This Scenario: Blessings played on checks against cards that have the Demon trait add d4 instead of the normal die.
Display the Troop Knights of Kenabres
Righteous Medal of Valor: STR
Righteous Medal of Agility: DEX
Righteous Medal of Vigor: CON
Righteous Medal of Clarity: INT
Righteous Medal of Spirit: WIS
Righteous Medal of Command: CHA
Additional Rules:
Villain
Type: Monster
Traits: Demon Mythic
To Defeat: Combat 22
Eustoyriax is immune to the Electricity and Poison traits. Before you act, each character at your location attempts a Wisdom 10 check. If any character fails, Eustoyriax is evaded; choose a random character that failed the check. That character recharges 1d4 cards; 1d4 Combat damage is dealt to a random other character at her location. While you act, damage dealt by Eustoyriax is Cold damage.
Henchman
Type: Monster
Traits: Pitborn Demon Conjurer
To Defeat: Combat 15
All damage deal by Chorussina is Electricity damage. Before you act, each character at your location summons and encounters this adventure's servitor demon. If defeated, you may immediately attempt to close the location this henchman came from.
The seneschal of Citadel Drezen performs grueling rituals to harness the power of Abyssal rifts_
Henchman
Type: Barrier
Traits: Army Skirmish Demon
To Defeat: Combat 19 OR Arcane Knowledge Divine Perception Diplomacy 11
The Demonic Platoon is immune to the Electricity and Poison traits. Each character attempts a different check to defeat; if any character fails, the barrier is undefeated. If undefeated, discard the top 4 cards of the Blessings deck, then search this henchman's location deck and banish all the boons. Shuffle this henchman into a random open location deck. If defeated, you may immediately close the location this henchman came from.
Scenario Level (#): 2
Turn: 10, Amiri/eddiephlash
Monsters
WotR
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
WotR
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
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.
WotR
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_
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.
Barriers
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.
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.
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.
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.
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.
Weapons
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
WotR
Weapon B
Traits:
Spear
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.
WotR
Weapon 1
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
WotR
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 11
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 1d6. 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 of the turn, add another 1d8+1.
Spells
WotR
Spell B
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.
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.
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.
WotR
Spell 1
Traits:
Magic
Divine
Elite
To Acquire:
Wisdom
Divine 6
Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
WotR
Spell 1
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 6
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.
Armors
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.
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
WotR
Armor 2
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 7
If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
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.
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.
WotR
Armor B
Traits:
Heavy Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge 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
WotR
Item 1
Traits:
Liquid
Alchemical
Elite
To Acquire:
Intelligence
Craft 7
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.
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.
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.
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.
WotR
Item B
Traits:
Object
Magic
Basic
To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Allies
WotR
Ally B
Traits:
Human
Wizard
Basic
To Acquire:
Intelligence
Knowledge 6
OR Diplomacy 8
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.
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.
WotR
Ally B
Traits:
Animal
Mount
Basic
To Acquire:
Wisdom
Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
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.
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Constitution
Fortitude 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard thi card to explore your location.
Blessings
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.
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.
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.
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.
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:
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: 20
Hourglass
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: 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: 1 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Grazzle/Grimsnik, None
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.
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.
WotR
Ally B
Traits:
Human
Wizard
Basic
To Acquire:
Intelligence
Knowledge 6
OR Diplomacy 8
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.
WotR
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
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.
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.
WotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.
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.
Location #2: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Radovan/Zalarian, None
WotR
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
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.
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
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.
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.
WotR
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #3: 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
WotR
Item B
Traits:
Accessory
Magic
Elite
To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check.
WotR
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.
WotR
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
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_
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.
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.
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.
WotR
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane 4
OR Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
Location #4: Chasm of Shadows
At This Location: This location deck cannont be searched or examined.
When Closing: Summon and defeat the henchman Demonic Platoon.
When Permanently Closed: On closing, draw the loot Banner of Valor from the box.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Mavaro/Bigguyinblack, Demonic Fly, Arboreal Blight, Giant Fly, Demonic Horde, Pitborn Scoundrel, Eustoyriax (VILLAIN)
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.
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.
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.
WotR
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.
WotR
Villain 2
Type: Monster
Traits:
Demon
Mythic
To Defeat:
Combat 22
Eustoyriax is immune to the Electricity and Poison traits.
Before you act, each character at your location attempts a Wisdom 10 check. If any character fails, Eustoyriax is evaded; choose a random character that failed the check. That character recharges 1d4 cards; 1d4 Combat damage is dealt to a random other character at her location.
While you act, damage dealt by Eustoyriax is Cold damage.
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.
WotR
Monster B
Traits:
Vermin
Elite
To Defeat:
Combat 9
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
You're going to need a bigger flyswatter_
Location #5: 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: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Giant Cockroach
WotR
Spell B
Traits:
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 4
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
WotR
Monster B
Traits:
Vermin
Basic
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.
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.
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.
WotR
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
WotR
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
WotR
Henchman 2
Type: Monster
Traits:
Pitborn
Demon
Conjurer
To Defeat:
Combat 15
All damage deal by Chorussina is Electricity damage.
Before you act, each character at your location summons and encounters this adventure's servitor demon.
If defeated, you may immediately attempt to close the location this henchman came from.
The seneschal of Citadel Drezen performs grueling rituals to harness the power of Abyssal rifts_
Location #6: Corruption Forge
At This Location: When you play a card that has the Corrupted trait, bury it.
When Closing: Succeed at a Consitution or Craft 7 check.
When Permanently Closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand.
M: 1 Ba: 0 W: 3 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amiri/eddiephlash, None
WotR
Weapon 1
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
WotR
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
WotR
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. 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 to your check.
WotR
Weapon B
Traits:
Scythe
Melee
Slashing
2-Handed
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. 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 a 5.
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.
WotR
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

Amiri the Mighty |

Start turn. Hour is Ascension. Explore Forge card 1: Cold Iron Longsword. 2 charges.
Melee 7: 1d12 + 4 ⇒ (6) + 4 = 10 acquired!
Discard Falcon to explore card 2: Proxy A: Demonic Platoon. Reveal and recharge new sword. Demon, so add d4. Recharge Bone Spikes to add 2. Knights add d6. 2 charges.
Combat 19: 1d12 + 4 + 1d8 + 1d6 + 1d4 + 2 + 1d6 + 2 ⇒ (5) + 4 + (8) + (5) + (4) + 2 + (1) + 2 = 31
Pausing to let the others process their checks. I have 2 blessings for the remaining checks. Please don't hesitate to use them, even though they only add d4 (stupid scenario power)

Radovan 12789 |

Henchman
Type: Barrier
Traits: Army Skirmish Demon
To Defeat: Combat 19 OR Arcane Knowledge Divine Perception Diplomacy 11
The Demonic Platoon is immune to the Electricity and Poison traits. Each character attempts a different check to defeat; if any character fails, the barrier is undefeated. If undefeated, discard the top 4 cards of the Blessings deck, then search this henchman's location deck and banish all the boons. Shuffle this henchman into a random open location deck. If defeated, you may immediately close the location this henchman came from.
Will do Diplomacy
Radovan whistles a soft high pitched note and his shadow begins to quiver and move on its own accord. The following words can be heard in the minds of those close to Radovan: "It will be done!"
Bury displayed card (Flaming Spear) next to Quang to add 1d6 + card's AD# On a non-combat check
Red Leathers adds 2 to check
Mythic Charge(s) adds 2
Diplomacy Check DC 11: 1d8 + 2 + 2 + 2 + 1d6 + 2 ⇒ (3) + 2 + 2 + 2 + (3) + 2 = 14 Success
Radovan approaches the demonic platoon drenched in molten lava from his current location... "Please, sirs?"

Marvy to his friends |

knowledge 11 vs Demonic Platoon revealing a book to reveal chronicler, revealing spellbook, aided by Knights of Kenabres: 1d8 + 1d6 + 1d4 + 1d6 + 6 ⇒ (4) + (3) + (2) + (6) + 6 = 21

Amiri the Mighty |

"Good work, team!"
Excellent! Close location Corruption Forge. End turn. Reset hand, drawing 2.
Hand: Earthbreaker, BLESSING OF CAYDEN CAILEAN, Blessing of Gorum, Katana +1, BLESSING OF ACHAEKEK,
Displayed: ORANGE WAR PAINT,
Deck: 9 Discard: 4 Buried: 0
Current Location: Corruption Forge
Hero Points: 5
Mythic Charges: 2
Shirt Reroll: Available
NOTES:
Available Support: Blessing available.
Movement: Can move at end of turn - local folks may come along
Other: Ready to Avenge
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +2
Charisma d4 ☐ +1
Favored Card: Melee Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Weapons
POWERS:
On your Strength check or your check against a monster, you may bury a card from your hand (☑ or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring.
At the end of your turn, you may move; any local characters may move with you.
Mythic Guardian:
Add your number of mythic charges to your Strength or Constitution 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 you may reroll any dice that rolled a 1; take the new result. When a character is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing requirement and automatically closes the location.

Marvy to his friends |

Blessing of Abadar in effect. Top card is Spirit Surge,
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.
arcane 8 +2 using knowledge instead, revealing a book to reveal chronicler, revealing spellbook: 1d8 + 1d6 + 1d4 + 6 ⇒ (7) + (6) + (4) + 6 = 23
Discard Blessing of Ascension to explore.
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.
random character #1 1-Mavaro 2-Grazzle 3-Radovan 4-Amiri: 1d4 ⇒ 2
random character #2 1-Mavaro 2-Grazzle 3-Radovan 4-Amiri: 1d4 ⇒ 3
random character #3 1-Mavaro 2-Grazzle 3-Radovan 4-Amiri: 1d4 ⇒ 4
random character #4 1-Mavaro 2-Grazzle 3-Radovan 4-Amiri: 1d4 ⇒ 4
Grazzle and Radovan must summon and encounter the servitor demon. Amiri must encounter 2.

Amiri the Mighty |

Two servitor demon encounters. This one eats weapons, but not if I bury them first! Ignore the BYA since I won't be playing spells. First Demon, reveal Earthbreaker, then bury it. Bury Shieldmaster to rage. 2 Charges.
Combat 17: 1d12 + 4 + 1d12 + 1d8 + 3 + 2 ⇒ (2) + 4 + (10) + (6) + 3 + 2 = 27
For second Demon, Reveal Katana, then bury it. Bury Smith to Rage. Still 2 charges.
Combat 17: 1d12 + 4 + 1d8 + 1 + 1d8 + 3 + 2 ⇒ (7) + 4 + (1) + 1 + (2) + 3 + 2 = 20

Radovan 12789 |

Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
During This Scenario: Blessings played on checks against cards that have the Demon trait add d4 instead of the normal die.
My check will be done after Grazzles. If Grazzle doesn't defeat then will evade.
Will ignore BYA since no spells
Fell Virdio adds 2 and poison trait and Norge adds 1 fire and fire trait
May banish an assigned card to add 2d6+AD# (Fell Viridio) and/or 1d8+AD#(Norge)
Power adds 2d4 when weapon not used.
Mythic Charge(s) adds 2
Strength Combat Check DC 17: 1d8 + 3 + 2d4 + 1 + 2 ⇒ (4) + 3 + (2, 3) + 1 + 2 = 15 Not Quite..will discard bury springblade to add 1d4
Random Roll: 1d4 ⇒ 3 Success

Grimsnik's Grazzle |

Combat 17: 1d6 + 1d8 + 1d4 ⇒ (2) + (6) + (3) = 11 Bury Mace and recharge Blessing of Abadar. Discard remaining cards in hand.

Marvy to his friends |

Demonic Horde undefeated and shuffled into location. Recharge Blessing of the Elements to place Cure 1 on top of my deck. End turn.
Hand: Spellbook, The Missing Eye, Chronicler 1, Cure 1, Helpful Haversack (Core), Binder's Tome, Mist Horn,
Displayed:
Deck: 13 Discard: 1 Buried: 0
"Current Location: Chasm of Shadows
Hero Points: 2"
"NOTES:
Available Support: Archmage: Bonus to Cha/Int = to Mythic Charges 2/2
Folio reroll:Blessings are available for use.
Mist Horn: Display this card next to a location. Reduce damage dealt by monsters at that location by 3.
Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.
Movement: Folio reroll: Unused, Scott's Mat card draw: Unused
Other: Hi I'm Mavaro! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Blessing of the Spellbound 1, Locate Object (Core), Spirit Surge, Blessing of Sivanah, Cure 2, Fire Snake, Blessing of Abraxas, Blessing of the Sages, Compass (Core), Blessing of the Elements, Quarterstaff of Vaulting, Chronicler 2
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge Intelligence +1
Perception Wisdom +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane, Divine, Light Armor, Weapons
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the card's traits to your checks.)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.
Chasm of Shadows Card 1 banished. Location shuffled.

BR AAUGHWHY |
During This Adventure: Useful Info (Includes Player Hands and Loot)
The servitor demon is the henchman Blood Demon.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
During This Scenario: Blessings played on checks against cards that have the Demon trait add d4 instead of the normal die.
Display the Troop Knights of Kenabres
Righteous Medal of Valor: STR
Righteous Medal of Agility: DEX
Righteous Medal of Vigor: CON
Righteous Medal of Clarity: INT
Righteous Medal of Spirit: WIS
Righteous Medal of Command: CHA
Additional Rules:
Villain
Type: Monster
Traits: Demon Mythic
To Defeat: Combat 22
Eustoyriax is immune to the Electricity and Poison traits. Before you act, each character at your location attempts a Wisdom 10 check. If any character fails, Eustoyriax is evaded; choose a random character that failed the check. That character recharges 1d4 cards; 1d4 Combat damage is dealt to a random other character at her location. While you act, damage dealt by Eustoyriax is Cold damage.
Henchman
Type: Monster
Traits: Pitborn Demon Conjurer
To Defeat: Combat 15
All damage deal by Chorussina is Electricity damage. Before you act, each character at your location summons and encounters this adventure's servitor demon. If defeated, you may immediately attempt to close the location this henchman came from.
The seneschal of Citadel Drezen performs grueling rituals to harness the power of Abyssal rifts_
Henchman
Type: Barrier
Traits: Army Skirmish Demon
To Defeat: Combat 19 OR Arcane Knowledge Divine Perception Diplomacy 11
The Demonic Platoon is immune to the Electricity and Poison traits. Each character attempts a different check to defeat; if any character fails, the barrier is undefeated. If undefeated, discard the top 4 cards of the Blessings deck, then search this henchman's location deck and banish all the boons. Shuffle this henchman into a random open location deck. If defeated, you may immediately close the location this henchman came from.
Scenario Level (#): 2
Turn: 12, Grazzle/Grimsnik
Monsters
WotR
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
WotR
Monster B
Traits:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
WotR
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_
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_
WotR
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Barriers
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.
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.
WotR
Barrier 1
Traits:
Skirmish
Cultist
Elite
To Defeat:
None 0
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.
WotR
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.
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
WotR
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
WotR
Weapon B
Traits:
Spear
Melee
Piercing
2-Handed
Basic
To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
WotR
Weapon B
Traits:
Spear
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.
WotR
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic
To Acquire:
Strength
Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Spells
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.
WotR
Spell B
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.
WotR
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.
WotR
Spell B
Traits:
Magic
Arcane
Trap
Basic
To Acquire:
Intelligence
Arcane 6
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding or burying it.
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.
Armors
WotR
Armor B
Traits:
Heavy Armor
Corrupted
Elite
To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
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.
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
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.
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.
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Items
WotR
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.
WotR
Item 1
Traits:
Book
Elite
To Acquire:
Intelligence
Knowledge 7
Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.
WotR
Item B
Traits:
Tool
To Acquire:
Intelligence
Knowledge 7
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.
WotR
Item B
Traits:
Liquid
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.
Allies
WotR
Ally B
Traits:
Animal
Mount
Basic
To Acquire:
Wisdom
Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
WotR
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.
WotR
Ally B
Traits:
Human
Soldier
Basic
To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
WotR
Ally 2
Traits:
Minotaur
Hireling
Elite
To Acquire:
Banish a
weapon 0
On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.
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.
Blessings
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.
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.
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.
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.
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:
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.
Hours Remaining: 18
Hourglass
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: 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: 1 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Grazzle/Grimsnik, None
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.
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.
WotR
Ally B
Traits:
Human
Wizard
Basic
To Acquire:
Intelligence
Knowledge 6
OR Diplomacy 8
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.
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Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
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.
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.
WotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.
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.
Location #2: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Radovan/Zalarian, None
WotR
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
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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.
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
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.
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.
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Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #3: 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
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Item B
Traits:
Accessory
Magic
Elite
To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check.
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Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
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Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.
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Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
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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_
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.
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.
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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.
WotR
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane 4
OR Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
Location #4: Chasm of Shadows
At This Location: This location deck cannont be searched or examined.
When Closing: Summon and defeat the henchman Demonic Platoon.
When Permanently Closed: On closing, draw the loot Banner of Valor from the box.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Mavaro/Bigguyinblack, Demonic Fly, Arboreal Blight, Giant Fly, Demonic Horde, Pitborn Scoundrel, Eustoyriax (VILLAIN)
WotR
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.
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Monster B
Traits:
Vermin
Elite
To Defeat:
Combat 9
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
You're going to need a bigger flyswatter_
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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.
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Villain 2
Type: Monster
Traits:
Demon
Mythic
To Defeat:
Combat 22
Eustoyriax is immune to the Electricity and Poison traits.
Before you act, each character at your location attempts a Wisdom 10 check. If any character fails, Eustoyriax is evaded; choose a random character that failed the check. That character recharges 1d4 cards; 1d4 Combat damage is dealt to a random other character at her location.
While you act, damage dealt by Eustoyriax is Cold damage.
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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.
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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.
Location #5: 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: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Giant Cockroach
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Spell B
Traits:
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 4
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
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Monster B
Traits:
Vermin
Basic
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.
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.
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.
WotR
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
WotR
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
WotR
Henchman 2
Type: Monster
Traits:
Pitborn
Demon
Conjurer
To Defeat:
Combat 15
All damage deal by Chorussina is Electricity damage.
Before you act, each character at your location summons and encounters this adventure's servitor demon.
If defeated, you may immediately attempt to close the location this henchman came from.
The seneschal of Citadel Drezen performs grueling rituals to harness the power of Abyssal rifts_
Location #6: Corruption Forge
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amiri/eddiephlash, None

Grimsnik's Grazzle |

I didn't roll the location bonus on my check against the Horde. Combat 17 adding Location power: 1d8 + 11 ⇒ (8) + 11 = 19 So I was able to defeat the Horde and not lose my hand.
Hourglass: Blessing of Deskari
SOT- Discard 2 cards to heal Mavaro 1, Radovan 3 and Amiri 1.
Grazzle then cures himself. Cure: 1d4 + 1 ⇒ (4) + 1 = 5
Explore:
Celestial Beacon #1: Wand of Cancellation. Auto fail to acquire. Discard Blessing of the Gods to explore.
Celestial Beacon #2: Blessing of Baphomet. Divine 5: 1d8 + 5 + 2 ⇒ (1) + 5 + 2 = 8 Acquired. Top card of Blessing deck has corrupted trait so discard Blessing of Baphomet to explore
Celestial Beacon #3: Blackwing Librarian. Auto fail to acquire
EOT- Auto Recharge Cure
Hand: Blessing of Abadar, Burst Bonds (core), Good Omen (core), Light Shield, Deathgrip (core), Life Drain (core),
Displayed: Magic Chain Mail (Core),
Deck: 9 Discard: 2 Buried: 1
Hero Points: 2
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: available; Playmat: available
Other: Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#"
"
Middle of Deck (Unknown Order): Helpful Haversack, Cure (#2), Sands of the Hour, Holy Light (core), Pharasma's Knowing, Fireblade (core), Blessing of the Gods 2, Noble
Recharged: Cure,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +1
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine Charisma +3
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ ☐ ☐ ☐
Proficiencies:
Light Armor, Divine
POWERS:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([x ] 1 plus) twice the number of cards you discarded.
[x] Add 2 to your check that invokes the Attack trait.
Boon from ANaBM- When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.
Mythic Hierophant: 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 character 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.
Location: Celestial Beacon
Banish #1 and #3
Acquired #2
Demonic Horde was defeated in Mavaro's turn
eal Mavaro 1, Radovan 3 and Amiri 1

Radovan 12789 |

Out of Turn Updates: healed for 3 by Grazzle
Turn Order: Radovan/Zalarian, Amiri/eddiephlash, Mavaro/Bigguyinblack, Grazzle/Grimsnik
if random character, using Self as #1
Turn - Hour: 13 - Hourglass Card 1 Radovan/Zalarian
Blessing of Baphomet
SOT: take 1 fire damage which is reduced..display random monster (Mercenary 0)
Give Card: None
Move: Stay at Molten Pool
Location Powers: Fire damage sot
Explore: Molten Pool Card 1: Corrupted Crusaders
WotR
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
WotR
Ally B
Traits:
Animal
Mount
Basic
To Acquire:
Wisdom
Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Type: Monster
Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number. If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
Reveal Captain's Cutlass for STR + 1d6+1 + 1d4 for Radovan's power
May discard to add another d8.
Fell Virdio adds 2 and poison trait and Norge adds 1 fire and fire trait
May banish an assigned card to add 2d6+AD# (Fell Viridio) and/or 1d8+AD#(Norge)
Mythic Charge(s) adds 2Captain's Cutlass Combat Check DC 9+2+2=13: 1d8 + 3 + 1d6 + 1 + 1d4 + 1 + 2 ⇒ (7) + 3 + (1) + 1 + (4) + 1 + 2 = 19 Monster defeated
Captain's Cutlass can be recharged to add d6 and swashbuckling to N/C Dex Cha check or reduce combat damage to local character by 2
Will discard horse to explore
Explore: Molten Pool Card 2: 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.
Corroded Helm, Stalking Armor, Helm - Will choose none and therefore barrier is defeated
Explore: Molten Pool Card 3: Helm
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
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.
Fortitude Check via Norge DC 3: 1d8 + 2 ⇒ (1) + 2 = 3 Auto Success
Radovan inspects the loot and casually chucks it behinds him and a clawed hand thrusts out from his shadow and the item then disappears followed by a low guttural chuckle
Display boon next to Quang
Radovan ends his turn
Blessings played on checks against cards that have the Demon trait add d4 instead of the normal die.
Display the Troop Knights of Kenabres
Troop: Knights of Kenabres:
While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checked skills:
Righteous Medal of Valor: STR
Righteous Medal of Agility: DEX
Righteous Medal of Vigor: CON
Righteous Medal of Clarity: INT
Righteous Medal of Spirit: WIS
Righteous Medal of Command: CHA
Radovan attempts to recover all cards in their Recovery pile.
Radovan resets their hand.
"
Hand: w2Captain's Cutlass, Red Leathers, Thieves' Tools#Classic, Compass, Appleslayer,
Displayed: Norge, Quang, Betrayal Demon L2, Mercenary L0, Helm,
Deck: 8 Discard: 2 Buried: 4
Hero Points: 3
Mythic Charges:: 2
Reroll last used: 1-2E/Hero Point last used:1-2C
NOTES:
Available Support: Blessings are available for use. (Blessings of the Spy are personal blessings)/ Local character takes 1 less from fire,poison, ranged combat / Captain's cutlass if in hand can be used to reduce 2 combat damage for local character
Middle of Deck (Unknown Order): Blessing of the Gods, Druid of the Storm, Blessing of Achaekek, Blessing of Abadar, w1Menacing Backsword +1, Sorrowsoul, Blessing of the Ancients, w4Kama
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Acrobatics<Quang>: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Fortitude<Norge>: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +2
- Perception<Fell Viridio>: Diplomacy (Charisma +2)
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ( 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☑ or to a character at your location) by 1.
[u]Summary[/u]
Player Hands
Current Location: Molten Pool
Acquired: Molten Pool Card 3: Helm
Banished: Molten Pool Card 1: Corrupted Crusaders and Molten Pool Card 2: Temptation of Invincibility
Examined: None
Random Card(s) Used: Monster 1, Armor 1-3
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Amiri the Mighty |

Healed 1 from Grazzle: Blessing of the Samurai.
Start turn. Hour is Pulura. Move to Paradise Hill, mostly just to guard. Explore card 1: Archer's Bracers. Auto Fail.
End turn. Reset hand, drawing 2
Hand: BLESSING OF CAYDEN CAILEAN, Blessing of Gorum, BLESSING OF ACHAEKEK, BLESSING OF THE SAMURAI, Gem of Physical Prowess,
Displayed: ORANGE WAR PAINT,
Deck: 8 Discard: 1 Buried: 4
Current Location: Paradise Hill
Hero Points: 5
Mythic Charges: 2
Shirt Reroll: Available
NOTES:
Available Support: Blessing available.
Movement: Can move at end of turn - local folks may come along
Other: Ready to Avenge
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +2
Charisma d4 ☐ +1
Favored Card: Melee Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Weapons
POWERS:
On your Strength check or your check against a monster, you may bury a card from your hand (☑ or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring.
At the end of your turn, you may move; any local characters may move with you.
Mythic Guardian:
Add your number of mythic charges to your Strength or Constitution 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 you may reroll any dice that rolled a 1; take the new result. When a character is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing requirement and automatically closes the location.

Marvy to his friends |

Blessing of Ascension in effect. Top card of deck is Fire Snake.
WotR
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.
BYA combat dmg: 1d4 - 1 ⇒ (4) - 1 = 3
Display Mist Horn to prevent 2, Discard Helpful Haversack (Core) to the last dmg. Recharge Cure 1 to place Blessing of the Elements on top of my deck.
combat 12 revealing The Missing Eye using knowledge for strength, reveal a book to reveal chronicler, reveal Binder's Tome: 1d8 + 1d8 + 1d6 + 1d6 + 1d4 + 9 ⇒ (8) + (5) + (2) + (6) + (2) + 9 = 32
Hand: Spellbook, The Missing Eye, Chronicler 1, Blessing of the Elements, Spirit Surge, Binder's Tome, Armor of the Sands,
Displayed: Mist Horn,
Deck: 12 Discard: 1 Buried: 0
"Current Location: Chasm of Shadows
Hero Points: 2"
"NOTES:
Available Support: Archmage: Bonus to Cha/Int = to Mythic Charges 2/2
Folio reroll:Blessings are available for use.
Blessing of the Elements: Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.
Movement: Folio reroll: Unused, Scott's Mat card draw: Unused
Other: Hi I'm Mavaro! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Chronicler 2, Locate Object (Core), Quarterstaff of Vaulting, Cure 1, Blessing of the Spellbound 1, Blessing of Ascension, Compass (Core), Blessing of Sivanah, Blessing of Abraxas, Fire Snake, Cure 2
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge Intelligence +1
Perception Wisdom +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane, Divine, Light Armor, Weapons
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the card's traits to your checks.)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.
Chasm of Shadows Card 1 banished.

BR AAUGHWHY |
During This Adventure: Useful Info (Includes Player Hands and Loot)
The servitor demon is the henchman Blood Demon.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
During This Scenario: Blessings played on checks against cards that have the Demon trait add d4 instead of the normal die.
Display the Troop Knights of Kenabres
Righteous Medal of Valor: STR
Righteous Medal of Agility: DEX
Righteous Medal of Vigor: CON
Righteous Medal of Clarity: INT
Righteous Medal of Spirit: WIS
Righteous Medal of Command: CHA
Additional Rules:
Villain
Type: Monster
Traits: Demon Mythic
To Defeat: Combat 22
Eustoyriax is immune to the Electricity and Poison traits. Before you act, each character at your location attempts a Wisdom 10 check. If any character fails, Eustoyriax is evaded; choose a random character that failed the check. That character recharges 1d4 cards; 1d4 Combat damage is dealt to a random other character at her location. While you act, damage dealt by Eustoyriax is Cold damage.
Henchman
Type: Monster
Traits: Pitborn Demon Conjurer
To Defeat: Combat 15
All damage deal by Chorussina is Electricity damage. Before you act, each character at your location summons and encounters this adventure's servitor demon. If defeated, you may immediately attempt to close the location this henchman came from.
The seneschal of Citadel Drezen performs grueling rituals to harness the power of Abyssal rifts_
Henchman
Type: Barrier
Traits: Army Skirmish Demon
To Defeat: Combat 19 OR Arcane Knowledge Divine Perception Diplomacy 11
The Demonic Platoon is immune to the Electricity and Poison traits. Each character attempts a different check to defeat; if any character fails, the barrier is undefeated. If undefeated, discard the top 4 cards of the Blessings deck, then search this henchman's location deck and banish all the boons. Shuffle this henchman into a random open location deck. If defeated, you may immediately close the location this henchman came from.
Scenario Level (#): 2
Turn: 16, Grazzle/Grimsnik
Monsters
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_
WotR
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
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_
WotR
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_
WotR
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.
Barriers
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.
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.
WotR
Barrier 1
Traits:
Skirmish
Cultist
Elite
To Defeat:
None 0
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.
WotR
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
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
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
WotR
Weapon 1
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
WotR
Weapon B
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
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.
WotR
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Spells
WotR
Spell B
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.
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.
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.
WotR
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
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
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.
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.
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
WotR
Armor 2
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 7
If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
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.
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.
Items
WotR
Item B
Traits:
Instrument
Magic
Elite
To Acquire:
Melee
Ranged
Charisma 7
Recharge this card to add 1d4 to any combat check by a character at your location, or 1d8 if you also reveal an ally or cohort that has the Hireling or Soldier trait.
Discard this card to search your discard pile for an ally or cohort that has the Hireling or Soldier trait from your discard pile. Shuffle it into your deck.
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Dexterity
Disable 7
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.
WotR
Item B
Traits:
Object
Magic
Elite
To Acquire:
Intelligence
Arcane
Craft 7
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.
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.
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Allies
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.
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.
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.
WotR
Ally B
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.
WotR
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 6
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
Blessings
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.
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.
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.
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.
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:
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: 14
Hourglass
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: 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: 1 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Grazzle/Grimsnik, None
WotR
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
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.
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.
WotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.
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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.
Location #2: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Radovan/Zalarian, None
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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.
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Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #3: 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: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Amiri/eddiephlash, None
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Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
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Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.
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Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
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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_
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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.
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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.
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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.
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Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane 4
OR Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.
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Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
Location #4: Chasm of Shadows
At This Location: This location deck cannont be searched or examined.
When Closing: Summon and defeat the henchman Demonic Platoon.
When Permanently Closed: On closing, draw the loot Banner of Valor from the box.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Mavaro/Bigguyinblack, Demonic Fly, Arboreal Blight, Giant Fly, Eustoyriax (VILLAIN)
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Monster B
Traits:
Vermin
Elite
To Defeat:
Combat 9
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
You're going to need a bigger flyswatter_
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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.
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Villain 2
Type: Monster
Traits:
Demon
Mythic
To Defeat:
Combat 22
Eustoyriax is immune to the Electricity and Poison traits.
Before you act, each character at your location attempts a Wisdom 10 check. If any character fails, Eustoyriax is evaded; choose a random character that failed the check. That character recharges 1d4 cards; 1d4 Combat damage is dealt to a random other character at her location.
While you act, damage dealt by Eustoyriax is Cold damage.
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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.
Location #5: 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: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Giant Cockroach
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Spell B
Traits:
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 4
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
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Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
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Monster B
Traits:
Vermin
Basic
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.
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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.
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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.
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Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
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Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
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Henchman 2
Type: Monster
Traits:
Pitborn
Demon
Conjurer
To Defeat:
Combat 15
All damage deal by Chorussina is Electricity damage.
Before you act, each character at your location summons and encounters this adventure's servitor demon.
If defeated, you may immediately attempt to close the location this henchman came from.
The seneschal of Citadel Drezen performs grueling rituals to harness the power of Abyssal rifts_
Location #6: Corruption Forge
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Grimsnik's Grazzle |

Hourglass: Blessing of Ascension
Celestial Beacon #1: Demonic Platoon Divine 11: 1d8 + 5 + 2 + 1d6 + 1d8 ⇒ (7) + 5 + 2 + (5) + (4) = 23 Pausing for other checks.

Marvy to his friends |

knowledge 11 vs Demonic Platoon revealing a book to reveal chronicler, revealing spellbook: 1d8 + 1d6 + 1d4 + 6 ⇒ (6) + (5) + (3) + 6 = 20

Amiri the Mighty |

No weapon, and none of the skills. Will go for the Arcane check. Recharge Gem to use Str. Discard Achaekek to double bless, though it only adds d4s. Bury it to rage. 2 charges, expend one. Knights add a d6.
Combat 19: 1d20 + 3 + 2d4 + 1d8 + 3 + 2 + 1d6 ⇒ (8) + 3 + (4, 1) + (8) + 3 + 2 + (1) = 30 Success!

Radovan 12789 |

Red Leathers adds 2 to check
Mythic Charge(s) adds 2
Kenabres adds d6
Radovan whistles a soft high pitched note and his shadow begins to quiver and move on its own accord. The following words can be heard in the minds of those close to Radovan: "It will be done!"
Bury displayed card (Helm) next to Quang to add 1d6 + card's AD# On a non-combat check
Diplomacy Check DC 11: 1d8 + 2 + 2 + 1d6 + 1d6 ⇒ (5) + 2 + 2 + (1) + (1) = 11 Success

Grimsnik's Grazzle |

Continuing turn
Close Attempt- Random non-basic blessing: Blessing of Pulura
Divine 5: 1d8 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Celestial Beacon is closed
Hand: Blessing of Abadar, Burst Bonds (core), Good Omen (core), Light Shield, Deathgrip (core), Life Drain (core),
Displayed: Magic Chain Mail (Core),
Deck: 10 Discard: 1 Buried: 1
Hero Points: 2
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: available; Playmat: available
Other: Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#"
"
Middle of Deck (Unknown Order): Fireblade (core), Sands of the Hour, Noble, Helpful Haversack, Blessing of the Gods 2, Cure (#2), Holy Light (core), Pharasma's Knowing
Recharged: Cure, Blessing of the Gods,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +1
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine Charisma +3
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ ☐ ☐ ☐
Proficiencies:
Light Armor, Divine
POWERS:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([x ] 1 plus) twice the number of cards you discarded.
[x] Add 2 to your check that invokes the Attack trait.
Boon from ANaBM- When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.
Mythic Hierophant: 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 character 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.
Celestial Beacon Closed

Radovan 12789 |

Out of Turn Updates: None
Turn Order: Radovan/Zalarian, Amiri/eddiephlash, Mavaro/Bigguyinblack, Grazzle/Grimsnik
if random character, using Self as #1
Turn - Hour: 17 - Hourglass Card 1 Radovan/Zalarian Blessing of Shax
SOT: Take 1 fire damage which is reduced; display L2 Salamander next to Norge; Will reveal Appleslayer to recharge Zae
Give Card: None
Move: Stay at Molten Pool
Location Powers: damage SOT; damage is fire
Explore: Molten Pool Card 1: Planar Tuning Fork
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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.
Don't think we need..should Amiri want it, can always use Grazzle's Good Omen and L2 Displayed card to acquire. I don't think Amiri is in good shape to close so will end turn after a few examines (unless up to encountering)
Intelligence Check DC 10: 1d4 + 0 ⇒ (3) + 0 = 3 No Success
Will recharge compass to move and examine Abyssal Rift Card 1: Detect Demon and then discard Appleslayer to move back to Molten pool and examine card: Molten Pool Card 2: Henchman Proxy A4...Will assume not encountering but if for some reason Amiri is up to it, I will go ahead and amend.
Radovan ends his turn
Blessings played on checks against cards that have the Demon trait add d4 instead of the normal die.
Display the Troop Knights of Kenabres
Troop: Knights of Kenabres:
While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checked skills:
Righteous Medal of Valor: STR
Righteous Medal of Agility: DEX
Righteous Medal of Vigor: CON
Righteous Medal of Clarity: INT
Righteous Medal of Spirit: WIS
Righteous Medal of Command: CHA
Radovan attempts to recover all cards in their Recovery pile.
Radovan resets their hand.
"
Hand: w2Captain's Cutlass, Red Leathers, Thieves' Tools#Classic, w4Kama, Druid of the Storm,
Displayed: Norge, Salamander L2, Quang, Betrayal Demon L2, Mercenary L0,
Deck: 8 Discard: 2 Buried: 5
Hero Points: 3
Mythic Charges:: 2
Reroll last used: 1-2E/Hero Point last used:1-2C
NOTES:
Available Support: Blessings are available for use. (Blessings of the Spy are personal blessings)/ Local character takes 1 less from fire,poison, ranged combat / Captain's cutlass if in hand can be used to reduce 2 combat damage for local character
Middle of Deck (Unknown Order): Blessing of Achaekek, Blessing of Abadar, Blessing of the Gods, w1Menacing Backsword +1, Sorrowsoul, Blessing of the Ancients
Recharged: Zae, Compass,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Acrobatics<Quang>: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Fortitude<Norge>: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +2
- Perception<Fell Viridio>: Diplomacy (Charisma +2)
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ( 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☑ or to a character at your location) by 1.
[u]Summary[/u]
Player Hands
Current Location: Molten Pool
Acquired: None
Banished: Molten Pool Card 1: Planar Tuning Fork
Examined: Abyssal Rift Card 1: Detect Demon
Molten Pool Card 2: Henchman Proxy A4
Random Card(s) Used: Monster 1
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): Amiri can decide if desire is there for tier 2 item or for Radovan encounters henchman

BR AAUGHWHY |
During This Adventure: Useful Info (Includes Player Hands and Loot)
The servitor demon is the henchman Blood Demon.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
During This Scenario: Blessings played on checks against cards that have the Demon trait add d4 instead of the normal die.
Display the Troop Knights of Kenabres
Righteous Medal of Valor: STR
Righteous Medal of Agility: DEX
Righteous Medal of Vigor: CON
Righteous Medal of Clarity: INT
Righteous Medal of Spirit: WIS
Righteous Medal of Command: CHA
Additional Rules:
Villain
Type: Monster
Traits: Demon Mythic
To Defeat: Combat 22
Eustoyriax is immune to the Electricity and Poison traits. Before you act, each character at your location attempts a Wisdom 10 check. If any character fails, Eustoyriax is evaded; choose a random character that failed the check. That character recharges 1d4 cards; 1d4 Combat damage is dealt to a random other character at her location. While you act, damage dealt by Eustoyriax is Cold damage.
Henchman
Type: Monster
Traits: Pitborn Demon Conjurer
To Defeat: Combat 15
All damage deal by Chorussina is Electricity damage. Before you act, each character at your location summons and encounters this adventure's servitor demon. If defeated, you may immediately attempt to close the location this henchman came from.
The seneschal of Citadel Drezen performs grueling rituals to harness the power of Abyssal rifts_
Henchman
Type: Barrier
Traits: Army Skirmish Demon
To Defeat: Combat 19 OR Arcane Knowledge Divine Perception Diplomacy 11
The Demonic Platoon is immune to the Electricity and Poison traits. Each character attempts a different check to defeat; if any character fails, the barrier is undefeated. If undefeated, discard the top 4 cards of the Blessings deck, then search this henchman's location deck and banish all the boons. Shuffle this henchman into a random open location deck. If defeated, you may immediately close the location this henchman came from.
Scenario Level (#): 2
Turn: 18, Amiri/eddiephlash
Monsters
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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_
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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.
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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_
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Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.
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Monster B
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
Ifthe check to defeat has the Cold trait, add 1d6.
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.
This reptile lunges out of the placid water with shocking speed_
Barriers
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Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
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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.
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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.
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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.
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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.
Weapons
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Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic
To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
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Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
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Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite
To Acquire:
Strength
Melee 9
OR Acrobatics 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.
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Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.
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Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.
Spells
WotR
Spell 1
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 6
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.
WotR
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
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.
WotR
Spell B
Traits:
Magic
Arcane
Attack
Mental
Basic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
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.
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.
Armors
WotR
Armor B
Traits:
Heavy Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 4
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.
WotR
Armor B
Traits:
Heavy Armor
Elite
To Acquire:
Constitution
Fortitude 5
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 you are proficient with heavy armors, bury it instead.
WotR
Armor 2
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 7
If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
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.
WotR
Armor B
Traits:
Heavy Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge 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.
WotR
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 4
Discard this card to reduce Combat damage dealt to you before or after you act 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
WotR
Item 1
Traits:
Liquid
Alchemical
Elite
To Acquire:
Intelligence
Craft 7
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.
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.
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.
WotR
Item B
Traits:
Instrument
Magic
Elite
To Acquire:
Melee
Ranged
Charisma 7
Recharge this card to add 1d4 to any combat check by a character at your location, or 1d8 if you also reveal an ally or cohort that has the Hireling or Soldier trait.
Discard this card to search your discard pile for an ally or cohort that has the Hireling or Soldier trait from your discard pile. Shuffle it into your deck.
WotR
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.
Allies
WotR
Ally 2
Traits:
Animal
Mount
Elite
To Acquire:
Wisdom
Survival 7
At the end of your turn, discard this card to move.
Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.
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.
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.
WotR
Ally 2
Traits:
Animal
Mount
Elite
To Acquire:
Wisdom
Survival 7
At the end of your turn, discard this card to move.
Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.
WotR
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 6
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
Blessings
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.
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.
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.
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.
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:
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.
Hours Remaining: 12
Hourglass
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Celestial Beacon
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/Grimsnik, None
Location #2: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Radovan/Zalarian, None
WotR
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #3: 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: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Amiri/eddiephlash, None
WotR
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.
WotR
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
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_
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.
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.
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.
WotR
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane 4
OR Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
Location #4: Chasm of Shadows
At This Location: This location deck cannont be searched or examined.
When Closing: Summon and defeat the henchman Demonic Platoon.
When Permanently Closed: On closing, draw the loot Banner of Valor from the box.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Mavaro/Bigguyinblack, Demonic Fly, Arboreal Blight, Giant Fly, Eustoyriax (VILLAIN)
WotR
Monster B
Traits:
Vermin
Elite
To Defeat:
Combat 9
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
You're going to need a bigger flyswatter_
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.
WotR
Villain 2
Type: Monster
Traits:
Demon
Mythic
To Defeat:
Combat 22
Eustoyriax is immune to the Electricity and Poison traits.
Before you act, each character at your location attempts a Wisdom 10 check. If any character fails, Eustoyriax is evaded; choose a random character that failed the check. That character recharges 1d4 cards; 1d4 Combat damage is dealt to a random other character at her location.
While you act, damage dealt by Eustoyriax is Cold damage.
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.
Location #5: 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: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Giant Cockroach
WotR
Spell B
Traits:
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 4
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
WotR
Monster B
Traits:
Vermin
Basic
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.
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.
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.
WotR
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
WotR
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
WotR
Henchman 2
Type: Monster
Traits:
Pitborn
Demon
Conjurer
To Defeat:
Combat 15
All damage deal by Chorussina is Electricity damage.
Before you act, each character at your location summons and encounters this adventure's servitor demon.
If defeated, you may immediately attempt to close the location this henchman came from.
The seneschal of Citadel Drezen performs grueling rituals to harness the power of Abyssal rifts_
Location #6: Corruption Forge
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Radovan 12789 |

Since Amiri is ready to punch another demon, will go ahead and encounter henchman at molten pool
Henchman
Type: Barrier
Traits: Army Skirmish Demon
To Defeat: Combat 19 OR Arcane Knowledge Divine Perception Diplomacy 11
The Demonic Platoon is immune to the Electricity and Poison traits. Each character attempts a different check to defeat; if any character fails, the barrier is undefeated. If undefeated, discard the top 4 cards of the Blessings deck, then search this henchman's location deck and banish all the boons. Shuffle this henchman into a random open location deck. If defeated, you may immediately close the location this henchman came from.
Radovan whistles a soft high pitched note and his shadow begins to quiver and move on its own accord. The following words can be heard in the minds of those close to Radovan: "It will be done!"
Bury displayed card (Mercenary) next to Quang to add 1d6 + card's AD# On a non-combat check
Red Leathers adds 2 to check
Mythic Charge(s) adds 2; kenabres adds d6
Diplomacy Check DC 11: 1d8 + 2 + 2 + 2 + 1d6 + 1d6 ⇒ (5) + 2 + 2 + 2 + (1) + (4) = 16 Success
Should everyone succeed, I will take 1+2-1=2 fire to close discarding cutlass and thieve's tools; will adjust hand as necessary

Marvy to his friends |

knowledge 11 vs platoon, reveal a book to reveal chronicler, reveal spellbook, aided by Knights of Kenabres: 1d8 + 1d6 + 1d4 + 1d6 + 6 ⇒ (4) + (5) + (2) + (6) + 6 = 23

Amiri the Mighty |

Punch it! Army adds d6. Discard Gorum to double bless (d4s). Bury it to rage. 1 Charge, spend it to roll a d20.
Combat 19: 1d20 + 4 + 1d6 + 2d4 + 1d8 + 3 + 1 ⇒ (6) + 4 + (2) + (3, 1) + (6) + 3 + 1 = 26 Success!

Amiri the Mighty |

Start turn. Draw a new charge. Total is 1. End turn. Reset hand, drawing 2.
Hand: BLESSING OF CAYDEN CAILEAN, BLESSING OF THE SAMURAI, Gem of Physical Prowess, FALCONER, BONE SPIKES,
Displayed: ORANGE WAR PAINT,
Deck: 6 Discard: 1 Buried: 6
Current Location: Paradise Hill
Hero Points: 5
Mythic Charges: 1
Shirt Reroll: Available
NOTES:
Available Support: Blessing available.
Movement: Can move at end of turn - local folks may come along
Other: Ready to Avenge
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +2
Charisma d4 ☐ +1
Favored Card: Melee Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Weapons
POWERS:
On your Strength check or your check against a monster, you may bury a card from your hand (☑ or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring.
At the end of your turn, you may move; any local characters may move with you.
Mythic Guardian:
Add your number of mythic charges to your Strength or Constitution 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 you may reroll any dice that rolled a 1; take the new result. When a character is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing requirement and automatically closes the location.
I think I can punch another demon platoon if needed, and keep my charge to guard. Next turn should be more exciting.

Marvy to his friends |

Blessing of Ascension in effect. Top card of my deck is Blessing of the Sages.
Discard Mist Horn from displayed.
WotR
Monster B
Traits:
Vermin
Elite
To Defeat:
Combat 9
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
You're going to need a bigger flyswatter_
Display Spirit Surge drawing: Blessing of the Sages, Cure 1, and Compass (Core). Recharge Blessing of the Elements to put Blessing of the Elements on top of my deck.
combat 9 revealing The Missing Eye using knowledge for strength, revealing a book to reveal chronicler, revealing Binder's Tome: 1d8 + 1d8 + 1d6 + 1d4 + 7 ⇒ (5) + (1) + (2) + (3) + 7 = 18
Giant Fly shuffled into: 1d2 ⇒ 2 Abyssal Rift
Discard Compass to explore.
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.
combat 13 revealing The Missing Eye using knowledge for strength, revealing a book to reveal chronicler, revealing Binder's Tome: 1d8 + 1d8 + 1d6 + 1d6 + 1d4 + 9 ⇒ (6) + (1) + (5) + (1) + (1) + 9 = 23
Recharge Armor of the Sands to prevent the 1 acid damage. Discard Chronicler 1 to explore.
WotR
Villain 2
Type: Monster
Traits:
Demon
Mythic
To Defeat:
Combat 22
Eustoyriax is immune to the Electricity and Poison traits.
Before you act, each character at your location attempts a Wisdom 10 check. If any character fails, Eustoyriax is evaded; choose a random character that failed the check. That character recharges 1d4 cards; 1d4 Combat damage is dealt to a random other character at her location.
While you act, damage dealt by Eustoyriax is Cold damage.
wisdom 10 BYA using knowledge, revealing Spellbook: 1d8 + 1d4 + 6 ⇒ (3) + (1) + 6 = 10
combat 22 revealing The Missing Eye using knowledge for strength, revealing Binder's Tome, recharging Blessing of the Sages: 1d8 + 1d6 + 1d4 + 3d8 + 9 ⇒ (6) + (1) + (4) + (2, 1, 3) + 9 = 26
Location closes automatically. Draw Banner of Valor from the box. Recharge Cure to place Chronicler 2 on top of my deck. Discard Binder's Tome to Spirit Surge.
Hand: Spellbook, The Missing Eye, Banner of Valor, Chronicler 2, Blessing of the Elements, Locate Object (Core), Armor of the Sands,
Displayed:
Deck: 9 Discard: 6 Buried: 0
"Current Location: Chasm of Shadows
Hero Points: 2"
"NOTES:
Available Support: Archmage: Bonus to Cha/Int = to Mythic Charges 2/2
Folio reroll:Blessings are available for use.
Blessing of the Elements: Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Banner of Valor: Display this card next to a location. While displayed, add 1d8 to checks against banes that have the Demon trait by characters at that location. On closing that location, add this card to your hand.
Movement: Folio reroll: Unused, Scott's Mat card draw: Unused
Other: Hi I'm Mavaro! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Fire Snake, Blessing of Ascension, Blessing of Abraxas, Blessing of the Spellbound 1, Blessing of the Sages, Cure 2, Quarterstaff of Vaulting, Blessing of Sivanah
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge Intelligence +1
Perception Wisdom +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane, Divine, Light Armor, Weapons
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the card's traits to your checks.)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.
Chasm of Shadows card 1 Giant Fly shuffled into Abyssal Rift. Chasm of Shadows is closed.
Edit: Can't draw banner. Replacement card in my hand is Cure 1.

BR AAUGHWHY |
During This Adventure: Useful Info (Includes Player Hands and Loot)
The servitor demon is the henchman Blood Demon.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
During This Scenario: Blessings played on checks against cards that have the Demon trait add d4 instead of the normal die.
Display the Troop Knights of Kenabres
Righteous Medal of Valor: STR
Righteous Medal of Agility: DEX
Righteous Medal of Vigor: CON
Righteous Medal of Clarity: INT
Righteous Medal of Spirit: WIS
Righteous Medal of Command: CHA
Additional Rules:
Villain
Type: Monster
Traits: Demon Mythic
To Defeat: Combat 22
Eustoyriax is immune to the Electricity and Poison traits. Before you act, each character at your location attempts a Wisdom 10 check. If any character fails, Eustoyriax is evaded; choose a random character that failed the check. That character recharges 1d4 cards; 1d4 Combat damage is dealt to a random other character at her location. While you act, damage dealt by Eustoyriax is Cold damage.
Henchman
Type: Monster
Traits: Pitborn Demon Conjurer
To Defeat: Combat 15
All damage deal by Chorussina is Electricity damage. Before you act, each character at your location summons and encounters this adventure's servitor demon. If defeated, you may immediately attempt to close the location this henchman came from.
The seneschal of Citadel Drezen performs grueling rituals to harness the power of Abyssal rifts_
Henchman
Type: Barrier
Traits: Army Skirmish Demon
To Defeat: Combat 19 OR Arcane Knowledge Divine Perception Diplomacy 11
The Demonic Platoon is immune to the Electricity and Poison traits. Each character attempts a different check to defeat; if any character fails, the barrier is undefeated. If undefeated, discard the top 4 cards of the Blessings deck, then search this henchman's location deck and banish all the boons. Shuffle this henchman into a random open location deck. If defeated, you may immediately close the location this henchman came from.
Scenario Level (#): 2
Turn: 20, Grazzle/Grimsnik
Monsters
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.
WotR
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
WotR
Monster B
Traits:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
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.
WotR
Monster B
Traits:
Undead
Skelton
Basic
To Defeat:
Combat 8
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Barriers
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.
WotR
Barrier 1
Traits:
Skirmish
Cultist
Elite
To Defeat:
None 0
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.
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.
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.
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
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 11
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 1d6. 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 of the turn, add another 1d8+1.
WotR
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
WotR
Weapon 1
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
WotR
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic
To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.
Spells
WotR
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
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.
WotR
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
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 6 check to recharge this card instead of discarding it.
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.
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Trap or Lock trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
Armors
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
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.
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
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.
WotR
Armor B
Traits:
Heavy Armor
Corrupted
Elite
To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
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.
Items
WotR
Item B
Traits:
Instrument
Magic
Elite
To Acquire:
Melee
Ranged
Charisma 7
Recharge this card to add 1d4 to any combat check by a character at your location, or 1d8 if you also reveal an ally or cohort that has the Hireling or Soldier trait.
Discard this card to search your discard pile for an ally or cohort that has the Hireling or Soldier trait from your discard pile. Shuffle it into your deck.
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
WotR
Item B
Traits:
Object
Magic
Elite
To Acquire:
Intelligence
Arcane
Craft 7
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.
WotR
Item B
Traits:
Object
Magic
Basic
To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Allies
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.
WotR
Ally B
Traits:
Human
Soldier
Basic
To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
WotR
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 6
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
WotR
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 7
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
WotR
Ally 1
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Blessings
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.
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.
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.
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.
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:
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.
Hours Remaining: 10
Hourglass
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Celestial Beacon
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/Grimsnik, None
Location #2: Molten Pool
Closed
At This Location: At the start of your turn, you are dealt 1 Fire damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/Zalarian, None
Location #3: 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: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Amiri/eddiephlash, None
WotR
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.
WotR
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
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_
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.
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.
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.
WotR
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane 4
OR Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
Location #4: Chasm of Shadows
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mavaro/Bigguyinblack,
Location #5: 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: 1 ?: 2
Located/Displayed Here: Giant Cockroach, Giant Fly, Eustoyriax (VILLAIN)
WotR
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
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.
WotR
Spell B
Traits:
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 4
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
WotR
Monster B
Traits:
Vermin
Elite
To Defeat:
Combat 9
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
You're going to need a bigger flyswatter_
WotR
Henchman 2
Type: Monster
Traits:
Pitborn
Demon
Conjurer
To Defeat:
Combat 15
All damage deal by Chorussina is Electricity damage.
Before you act, each character at your location summons and encounters this adventure's servitor demon.
If defeated, you may immediately attempt to close the location this henchman came from.
The seneschal of Citadel Drezen performs grueling rituals to harness the power of Abyssal rifts_
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.
WotR
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
WotR
Monster B
Traits:
Vermin
Basic
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.
WotR
Villain 2
Type: Monster
Traits:
Demon
Mythic
To Defeat:
Combat 22
Eustoyriax is immune to the Electricity and Poison traits.
Before you act, each character at your location attempts a Wisdom 10 check. If any character fails, Eustoyriax is evaded; choose a random character that failed the check. That character recharges 1d4 cards; 1d4 Combat damage is dealt to a random other character at her location.
While you act, damage dealt by Eustoyriax is Cold damage.
Location #6: Corruption Forge
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Grimsnik's Grazzle |

Hourglass: Blessing of Shelyn
SOT- Discard 2 cards to heal Mavaro 5.
Move: Abyssal Rift
#1 Corrupted Crusaders- BYA draw random Ally- Apprentice. Combat 9+4: 1d8 + 5 + 2 + 2d4 + 2 ⇒ (1) + 5 + 2 + (1, 3) + 2 = 14 Play Life Drain (core), two mythic charges. Draw Apprentice. Heal: 1d3 ⇒ 2 Discard Apprentice to explore.
#2 Blessing of Ascension. Auto Acquire due to having a mythic charge
EOT- Flip Abyssal Rift
Hand: Blessing of Abadar, Burst Bonds (core), Good Omen (core), Light Shield, Deathgrip (core), Blessing of Ascension,
Displayed: Magic Chain Mail (Core),
Deck: 10 Discard: 3 Buried: 1
Hero Points: 2
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: available; Playmat: available
Other: Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#"
"
Middle of Deck (Unknown Order): Cure, Helpful Haversack, Blessing of the Gods 2, Noble, Pharasma's Knowing, Blessing of the Gods, Holy Light (core), Cure (#2), Fireblade (core)
Recharged: Life Drain (core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +1
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine Charisma +3
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ ☐ ☐ ☐
Proficiencies:
Light Armor, Divine
POWERS:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([x ] 1 plus) twice the number of cards you discarded.
[x] Add 2 to your check that invokes the Attack trait.
Boon from ANaBM- When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.
Mythic Hierophant: 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 character 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.
Mavaro healed 5
Abyssal Rift
Banish #1
Acquire #2
Random Ally #1 drawn

Radovan 12789 |

Out of Turn Updates: None
Turn Order: Radovan/Zalarian, Amiri/eddiephlash, Mavaro/Bigguyinblack, Grazzle/Grimsnik
if random character, using Self as #1
Turn - Hour: 21 - Hourglass Card 1 Radovan/Zalarian Blessing of Ascension
SOT: Start of turn take 1 fire damage, reduced and display monster next to Quang (Demonic Fly L1)
Give Card: None
Move: Molten Pool -> Paradise Hill
Location Powers: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
Will encounter henchman and evade; Will discard Druid of the Storm to explore adding 2+2 and electricity to combat checks
Random Paradise Hill Card: 1d9 ⇒ 9 Giant Amoeba...Amiri is basically running around in only bone spikes so I will evade that as well
Radovan ends his turn
Blessings played on checks against cards that have the Demon trait add d4 instead of the normal die.
Display the Troop Knights of Kenabres
Troop: Knights of Kenabres:
While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checked skills:
Righteous Medal of Valor: STR
Righteous Medal of Agility: DEX
Righteous Medal of Vigor: CON
Righteous Medal of Clarity: INT
Righteous Medal of Spirit: WIS
Righteous Medal of Command: CHA
Radovan attempts to recover all cards in their Recovery pile.
Radovan resets their hand and discard whole hand.
"
Hand: Blessing of Abadar, w1Menacing Backsword +1, Blessing of the Gods, Blessing of the Ancients, Blessing of Achaekek,
Displayed: Norge, Salamander L2, Quang, Betrayal Demon L2, Demonic Fly L1,
Deck: 3 Discard: 7 Buried: 6
Hero Points: 3
Mythic Charges:: 2
Reroll last used: 1-2E/Hero Point last used:1-2C
NOTES:
Available Support: Blessings are available for use. (Blessings of the Spy are personal blessings)/ Local character takes 1 less from fire,poison, ranged combat / Captain's cutlass if in hand can be used to reduce 2 combat damage for local character
Middle of Deck (Unknown Order): Sorrowsoul
Recharged: Zae, Compass,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Acrobatics<Quang>: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Fortitude<Norge>: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +2
- Perception<Fell Viridio>: Diplomacy (Charisma +2)
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ( 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☑ or to a character at your location) by 1.
[u]Summary[/u]
Player Hands
Current Location: XXXX
Acquired: None
Banished: None
Examined: Henchman and Amoeba (location is shuffled)
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): Paradise Hill needs to be shuffled

Amiri the Mighty |

Start turn. Hour is Sarenrae. Draw a Charge. Falconer Recharges Falcon. Move to Abyssal Rift. Explore card 1: Corrupted Crusaders. Random ally: Apprentice - displayed. Summon Corrupted Soldier. No other locals. Recharge BotS to bless (with a d4) and recharge Bone Spikes. 2 charges.
Combat 9 + ## = 13: 1d12 + 4 + 1d4 + 1 + 2 ⇒ (8) + 4 + (4) + 1 + 2 = 19 Defeated.
Corrupted soldier is defeated.
Discard Falconer to examine top card: Blessing of Ascension. Explore it. Auto-acquire it, as I have a charge. Discard it to get another charge.
End turn, keeping 1 blessing to guard. Reset hand, drawing 3
Hand: BLESSING OF CAYDEN CAILEAN, Gem of Physical Prowess, Banner of Valor, Wolfhide Armor, Cold Iron Longsword,
Displayed: ORANGE WAR PAINT,
Deck: 6 Discard: 1 Buried: 6
Current Location: Abyssal Rift
Hero Points: 5
Mythic Charges: 3
Shirt Reroll: Available
NOTES:
Available Support: Banner adds d8 vs Demons to any location.
Movement: Can move at end of turn - local folks may come along
Other: Ready to Avenge
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +2
Charisma d4 ☐ +1
Favored Card: Melee Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Weapons
POWERS:
On your Strength check or your check against a monster, you may bury a card from your hand (☑ or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring.
At the end of your turn, you may move; any local characters may move with you.
Mythic Guardian:
Add your number of mythic charges to your Strength or Constitution 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 you may reroll any dice that rolled a 1; take the new result. When a character is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing requirement and automatically closes the location.

Amiri the Mighty |

A redo is in order. Would instead have encountered card 3 with first explore: Detect Demon. Recharge gem.
Wis/Str 4: 1d12 ⇒ 2 Failed
Discard Falconer to examine next card: Giant Fly. Explore it. Recharge Bone Spikes and Samurai. 2 charges.
Combat 9: 1d12 + 4 + 1 + 1d12 + 2 ⇒ (4) + 4 + 1 + (4) + 2 = 15 Defeated
Fly is shuffled into Paradise Hill.
End turn. Move myself (and Radovan and Grazzle?) to Paradise Hill. Reset hand, drawing 4
Hand: BLESSING OF CAYDEN CAILEAN, Banner of Valor, Wolfhide Armor, Cold Iron Longsword, IMPROVIZED CLUB,
Displayed: ORANGE WAR PAINT,
Deck: 6 Discard: 1 Buried: 6
Current Location: Paradise Hill
Hero Points: 5
Mythic Charges: 3
Shirt Reroll: Available
NOTES:
Available Support: Banner adds d8 vs Demons to any location.
Movement: Can move at end of turn - local folks may come along
Other: Ready to Avenge
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +2
Charisma d4 ☐ +1
Favored Card: Melee Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Weapons
POWERS:
On your Strength check or your check against a monster, you may bury a card from your hand (☑ or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring.
At the end of your turn, you may move; any local characters may move with you.
Mythic Guardian:
Add your number of mythic charges to your Strength or Constitution 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 you may reroll any dice that rolled a 1; take the new result. When a character is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing requirement and automatically closes the location.

Marvy to his friends |

Blessing of Ascension in effect. Top card of deck Helpful Haversack (Core).
Move to Abyssal Rift.
WotR
Henchman 2
Type: Monster
Traits:
Pitborn
Demon
Conjurer
To Defeat:
Combat 15
All damage deal by Chorussina is Electricity damage.
Before you act, each character at your location summons and encounters this adventure's servitor demon.
If defeated, you may immediately attempt to close the location this henchman came from.
The seneschal of Citadel Drezen performs grueling rituals to harness the power of Abyssal rifts_
Before you act, each character at your location summons and encounters this adventure's servitor demon.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
Recharge Blessing of the Elements to place Blessing of the Elements on top of my deck. Using Radovan's Blessing of Achaekek.
combat 17 using knowledge for strength, blessed by Achaekek, revealing a book to reveal chronicler: 1d8 + 2d4 + 1d6 + 6 ⇒ (8) + (4, 1) + (4) + 6 = 23
combat 15 vs Chorussina revealing The Missing Eye using knowledge for strength, revealing a book to reveal chronicler: 1d8 + 1d8 + 1d6 + 1d6 + 9 ⇒ (1) + (7) + (1) + (4) + 9 = 22
Per chat there doesn't seem to be a way to close the location. Henchman banished. Cast Locate Object card 6 Explosive Runes, card 7 Lightning Touch. Encounter and banish it. Recharge Cure 1 to place Spirit Surge on top of my deck. End turn.
Mavaro ends their turn.
Mavaro attempts to recover all cards in their Recovery pile.
Locate Object (Core): Divine 8: 1d8 + 1d6 + 1d4 + 6 ⇒ (1) + (1) + (1) + 6 = 9 -> Locate Object (Core) recharged.
Mavaro resets their hand.
Hand: Spellbook, The Missing Eye, Chronicler 2, Armor of the Sands, Spirit Surge, Cure 2, Mist Horn,
Displayed:
Deck: 13 Discard: 1 Buried: 0
"Current Location: Chasm of Shadows
Hero Points: 2"
"NOTES:
Available Support: Archmage: Bonus to Cha/Int = to Mythic Charges 2/2
Folio reroll:Blessings are available for use.
Mist Horn (Core): Display next to a location. While displayed: When a character at this location suffers damage, reduce it by 2.
Movement: Folio reroll: Unused, Scott's Mat card draw: Unused
Other: Hi I'm Mavaro! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Blessing of the Elements, Fire Snake, Blessing of Abraxas, Binder's Tome, Blessing of Sivanah, Cure 1, Blessing of Ascension, Chronicler 1, Blessing of the Sages, Quarterstaff of Vaulting, Helpful Haversack (Core)
Recharged: Locate Object (Core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge Intelligence +1
Perception Wisdom +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane, Divine, Light Armor, Weapons
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the card's traits to your checks.)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.
Abyssal Rift Cards 5 and 7 banished. Location shuffled.

Grimsnik's Grazzle |

Moved away with Amiri on her turn
Hourglass: Blessing of Abraxas
SOT: Discard two cards to heal Radovan 5
Move: Abyssal Rift
Card explored 6,8,9,10: 1d4 ⇒ 2
Abyssal Rift #8: Constrictor Snake. Combat 11: 1d8 + 5 + 2 + 2d8 + 2 ⇒ (3) + 5 + 2 + (6, 4) + 2 = 22 Play Deathgrip
EOT- Discard Good Omen(c)
Auto recharge Deathgrip
Start of Radovan's turn playing cure. heal: 1d4 + 1 ⇒ (3) + 1 = 4
Character Name: is healed for 4: (Sands of the Hour, Good Omen (core), Blessing of Baphomet, Cure (#2)). Deck shuffled.
Hand: Blessing of Abadar, Burst Bonds (core), Helpful Haversack, Light Shield, Blessing of Ascension,
Displayed: Magic Chain Mail (Core),
Deck: 12 Discard: 2 Buried: 1
Hero Points: 2
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: available; Playmat: available
Other: Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#"
"
Middle of Deck (Unknown Order): Blessing of the Gods, Holy Light (core), Sands of the Hour, Fireblade (core), Life Drain (core), Good Omen (core), Pharasma's Knowing, Noble, Deathgrip (core), Blessing of Baphomet, Cure (#2)
Recharged: Cure,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +1
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine Charisma +3
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ ☐ ☐ ☐
Proficiencies:
Light Armor, Divine
POWERS:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([x ] 1 plus) twice the number of cards you discarded.
[x] Add 2 to your check that invokes the Attack trait.
Boon from ANaBM- When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.
Mythic Hierophant: 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 character 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.
Abyssal Rift
Banish #8
Cards 6,9,10 are shuffled

BR AAUGHWHY |
During This Adventure: Useful Info (Includes Player Hands and Loot)
The servitor demon is the henchman Blood Demon.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
During This Scenario: Blessings played on checks against cards that have the Demon trait add d4 instead of the normal die.
Display the Troop Knights of Kenabres
Righteous Medal of Valor: STR
Righteous Medal of Agility: DEX
Righteous Medal of Vigor: CON
Righteous Medal of Clarity: INT
Righteous Medal of Spirit: WIS
Righteous Medal of Command: CHA
Additional Rules:
Villain
Type: Monster
Traits: Demon Mythic
To Defeat: Combat 22
Eustoyriax is immune to the Electricity and Poison traits. Before you act, each character at your location attempts a Wisdom 10 check. If any character fails, Eustoyriax is evaded; choose a random character that failed the check. That character recharges 1d4 cards; 1d4 Combat damage is dealt to a random other character at her location. While you act, damage dealt by Eustoyriax is Cold damage.
Henchman
Type: Monster
Traits: Pitborn Demon Conjurer
To Defeat: Combat 15
All damage deal by Chorussina is Electricity damage. Before you act, each character at your location summons and encounters this adventure's servitor demon. If defeated, you may immediately attempt to close the location this henchman came from.
The seneschal of Citadel Drezen performs grueling rituals to harness the power of Abyssal rifts_
Henchman
Type: Barrier
Traits: Army Skirmish Demon
To Defeat: Combat 19 OR Arcane Knowledge Divine Perception Diplomacy 11
The Demonic Platoon is immune to the Electricity and Poison traits. Each character attempts a different check to defeat; if any character fails, the barrier is undefeated. If undefeated, discard the top 4 cards of the Blessings deck, then search this henchman's location deck and banish all the boons. Shuffle this henchman into a random open location deck. If defeated, you may immediately close the location this henchman came from.
Scenario Level (#): 2
Turn: 25, Radovan/Zalarian
Monsters
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_
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
WotR
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.
WotR
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
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
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.
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.
WotR
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
WotR
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
WotR
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.
Weapons
WotR
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. 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 to your check.
WotR
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
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.
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.
WotR
Weapon B
Traits:
Spear
Melee
Piercing
2-Handed
Basic
To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
Spells
WotR
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane 4
OR Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.
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.
WotR
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
WotR
Spell B
Traits:
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 5
Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait. If the character is exploring, she may explore again.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
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
WotR
Armor B
Traits:
Heavy Armor
Elite
To Acquire:
Constitution
Fortitude 5
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 you are proficient with heavy armors, bury it instead.
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.
WotR
Armor B
Traits:
Heavy Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge 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.
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
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.
WotR
Armor B
Traits:
Shield
Offhand
Magic
Elite
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge 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.
Items
WotR
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
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.
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.
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.
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.
Allies
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.
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.
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Constitution
Fortitude 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard thi card to explore your location.
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.
WotR
Ally 2
Traits:
Minotaur
Hireling
Elite
To Acquire:
Banish a
weapon 0
On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.
Blessings
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.
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.
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.
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.
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:
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.
Hours Remaining: 5
Hourglass
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.
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.
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.
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.
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.
Location #1: Celestial Beacon
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Molten Pool
Closed
At This Location: At the start of your turn, you are dealt 1 Fire damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: 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: 4 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Radovan/Zalarian, Amiri/eddiephlash, Demonic Platoon, Giant Ameoba, Giant Fly
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.
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_
WotR
Monster B
Traits:
Vermin
Elite
To Defeat:
Combat 9
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
You're going to need a bigger flyswatter_
WotR
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane 4
OR Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.
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.
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
WotR
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
WotR
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
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.
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.
Location #4: Chasm of Shadows
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #5: 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: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Mavaro/Bigguyinblack, Grazzle/Grimsnik, Giant Cockroach, Eustoyriax (VILLAIN), Explosive Runes
WotR
Monster B
Traits:
Vermin
Basic
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.
WotR
Villain 2
Type: Monster
Traits:
Demon
Mythic
To Defeat:
Combat 22
Eustoyriax is immune to the Electricity and Poison traits.
Before you act, each character at your location attempts a Wisdom 10 check. If any character fails, Eustoyriax is evaded; choose a random character that failed the check. That character recharges 1d4 cards; 1d4 Combat damage is dealt to a random other character at her location.
While you act, damage dealt by Eustoyriax is Cold damage.
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.
Location #6: Corruption Forge
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Radovan 12789 |

Out of Turn Updates: Healed by Grazzle
Radovan is healed for 5: (w4Kama, Druid of the Storm, Riding Horse, Thieves' Tools#Classic, Red Leathers). Deck shuffled.
Turn Order: Radovan/Zalarian, Amiri/eddiephlash, Mavaro/Bigguyinblack, Grazzle/Grimsnik
if random character, using Self as #1
Turn - Hour: 25 - Blessing of Baphomet
SOT: None (already have 2 charges)
Give Card: None
Move: Paradise Hill -> Abyssal Rift
Location Powers: confused to which side is up
WotR
Monster B
Traits:
Vermin
Basic
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.
Will assume that Mavaro takes on and auto-succeeds if recharges a card or what have you
Reveal Menacing Backsword for STR + 1d6+1 + 1d4 for Radovan's power
Norge adds 1 fire and fire trait
Mythic Charge(s) adds 2Menacing Backsword +1 Combat Check DC 8: 1d8 + 3 + 1d6 + 1 + 1d4 + 1 + 2 ⇒ (7) + 3 + (1) + 1 + (4) + 1 + 2 = 19 Monster automatically defeated
Will recharge Blessing of the Ancients to explore again
Encounter: Abyssal Rift Card 2: Eustoyriax
WotR
Villain 2
Type: Monster
Traits:
Demon
Mythic
To Defeat:
Combat 22
Eustoyriax is immune to the Electricity and Poison traits.
Before you act, each character at your location attempts a Wisdom 10 check. If any character fails, Eustoyriax is evaded; choose a random character that failed the check. That character recharges 1d4 cards; 1d4 Combat damage is dealt to a random other character at her location.
While you act, damage dealt by Eustoyriax is Cold damage.
"Quang?"
Radovan smiles for a brief moment, takes a step back as an infernal creature materializes from Radovan's shadow
Quang allows to evade my encounter
Radovan ends his turn
Blessings played on checks against cards that have the Demon trait add d4 instead of the normal die.
Display the Troop Knights of Kenabres
Troop: Knights of Kenabres:
While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checked skills:
Righteous Medal of Valor: STR
Righteous Medal of Agility: DEX
Righteous Medal of Vigor: CON
Righteous Medal of Clarity: INT
Righteous Medal of Spirit: WIS
Righteous Medal of Command: CHA
Radovan attempts to recover all cards in their Recovery pile.
Radovan resets their hand.
"
Hand: Blessing of Abadar, w1Menacing Backsword +1, Blessing of the Gods, Thieves' Tools#Classic, Blessing of Achaekek,
Displayed: Norge, Salamander L2, Quang, Betrayal Demon L2, Demonic Fly L1,
Deck: 8 Discard: 2 Buried: 6
Hero Points: 3
Mythic Charges:: 2
Reroll last used: 1-2E/Hero Point last used:1-2C
NOTES:
Available Support: Blessings are available for use. (Blessings of the Spy are personal blessings)/ Local character takes 1 less from fire,poison, ranged combat / Captain's cutlass if in hand can be used to reduce 2 combat damage for local character
Middle of Deck (Unknown Order): Compass, w4Kama, Red Leathers, Sorrowsoul, Druid of the Storm, Zae, Riding Horse
Recharged: Blessing of the Ancients,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Acrobatics<Quang>: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Fortitude<Norge>: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +2
- Perception<Fell Viridio>: Diplomacy (Charisma +2)
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ( 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☑ or to a character at your location) by 1.
[u]Summary[/u]
Player Hands
Current Location: Abyssal Rift
Acquired: None
Banished: Giant Cockroach
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): location is shuffled

Amiri the Mighty |

Start turn. hour is Nethys. Move to Rift. Display Banner of Valor Adding d8 vs demons at this location. End turn. Move back to Paradise Hill, taking Radovan and Grazzle with me. Reset hand, drawing 1.
Hand: BLESSING OF CAYDEN CAILEAN, Wolfhide Armor, Cold Iron Longsword, IMPROVIZED CLUB, GREATCLUB +1,
Displayed: ORANGE WAR PAINT, Banner of Valor, (displayed at Abyssal Rift),
Deck: 5 Discard: 1 Buried: 6
Current Location: Paradise Hill
Hero Points: 5
Mythic Charges: 3
Shirt Reroll: Available
NOTES:
Available Support: Banner adds d8 vs Demons to Rift location.
Movement: Can move at end of turn - local folks may come along
Other: Ready to Avenge
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +2
Charisma d4 ☐ +1
Favored Card: Melee Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Weapons
POWERS:
On your Strength check or your check against a monster, you may bury a card from your hand (☑ or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring.
At the end of your turn, you may move; any local characters may move with you.
Mythic Guardian:
Add your number of mythic charges to your Strength or Constitution 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 you may reroll any dice that rolled a 1; take the new result. When a character is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing requirement and automatically closes the location.

Marvy to his friends |

During Radovan's turn face cockroach. Cast Spirit Surge to draw 3 cards: Blessing of the Spellbound 1, Blessing of Ascension, and Cure 1. Auto defeat cockroach with The Missing Eye + reveal Chronicler. Discard Mist Horn to Spirit Surge damage. Top card of deck is Blessing of the Sages so Spirit Surge is discarded.
Blessing of Ascension in effect. Top card of deck is Blessing of the Sages.
WotR
Villain 2
Type: Monster
Traits:
Demon
Mythic
To Defeat:
Combat 22
Eustoyriax is immune to the Electricity and Poison traits.
Before you act, each character at your location attempts a Wisdom 10 check. If any character fails, Eustoyriax is evaded; choose a random character that failed the check. That character recharges 1d4 cards; 1d4 Combat damage is dealt to a random other character at her location.
While you act, damage dealt by Eustoyriax is Cold damage.
Recharge Cure 1 to place Blessing of the Elements on top of my deck. Paradise Hill is auto guarded.
wisdom 10 BYA using knowledge for wisdom, revealing a book to reveal chronicler, revealing spellbook: 1d8 + 1d6 + 1d4 + 6 ⇒ (3) + (4) + (2) + 6 = 15
combat 22 revealing The Missing Eye using knowledge for strength, recharging The Missing Eye, revealing a book to reveal chronicler: 1d8 + 1d8 + 3d6 + 11 ⇒ (8) + (5) + (2, 6, 2) + 11 = 34
Villain is cornered and defeated. We win!

BR AAUGHWHY |
Completed Scenario 1-2E: A Funny Thing Happened on the Way to the Forum
Scenario Reward:
You may redeem 1 loot card that a reward has allowed you to temporarily add to your deck and that is listed on the Redemption card.
(Note the redeemed card on your Chronicle sheet instead of checking it off on the Redemption card.) (I think your only option at this point is Soulshear)
Each character gains a medal on the troop Knights of Kenabres.
(Note the medal on your Chronicle sheet instead of checking it off on the troop card.)
Development:
Only a few days ago, you were filled with the confidence that the Fourth Crusade would triumph over the hordes of the Worldwound. The Herald of Iomedae inspired your belief that Sarkoris would soon rise again. Imagining precisely how that will occur is difficult. As you explain to Queen Galfrey what transpired, she is distressed beyond words, but within moments, she rallies like the queen she is.
“The Lexicon,” she says. “We know it is still out there.” The queen turns to you and says, “We may be brought low, but we still have allies. Others have joined your quest: the paladin Oparal and Venture-Captain Varian Jeggare. You must find the Lexicon of Paradox. Bring back the hope to our people.”
Acquired Cards:
Riding Horse (Ally B)
Druid of the Storm (Ally 2)
Apprentice (Ally B)
Helm (Armor B)
Blessing of Baphomet (Blessing B)
Blessing of Ascension (Blessing B)
Blessing of Ascension (Blessing B)
Blessing of Abraxas (Blessing B)
Mist Horn (Item 1)
Flaming Spear +1 (Weapon 2)
Cold Iron Longsword (Weapon 1)

BR AAUGHWHY |
Completed Adventure 1-2: War for the Worldwound
Adventure Reward:
Each character gains skill feats corresponding to all medals gained on the troop Knights of Kenabres
(as noted on your Chronicle sheet).
Unfortunately, with the Post-Core limit on feats, this reward just becomes 3 bonus Hero Points. You already gained a Bonus Skill Feat as the reward for Adventure 1.

BR AAUGHWHY |
Adventure 1-3: Lexicon of Paradox
Queen Galfrey has summoned you to Nerosyan, the capital of Mendev. Pennants of the crusade and banners of Iomedae the Inheritor are flying above every spire in a city full of crusaders and those who support their war against the Worldwound demons.
The queen appears as a regal Taldan woman in her late twenties, but you have heard rumors that thanks to the rejuvenating effects of the fabled Sun Orchid Elixir, she is almost a century old. The queen commands that you join forces with Captain Oparal, a tall elven paladin of Iomedae.
“We have also sent word to a former ally of Captain Oparal’s,” the queen says. “Count Varian Jeggare is a Chelaxian, but our agents inform us that his sympathies lie more with Iomedae than with his nation’s god, Asmodeus, the Prince of Lies.”
Captain Oparal nods. “Count Jeggare is one of the few Chelaxians I would trust to aid the Mendevian Crusade. He proved his skills as a Pathfinder in Kyonin, where we served Queen Telandia. He and his man Radovan would be valuable allies, if they would heed the queen’s summons.”
“We cannot wait for them, however,” says Queen Galfrey. “You must set off at once in search of the Lexicon of Paradox. It is a tome of ancient rituals, including—it is said—the foul incantations that first opened the Worldwound. It is our hope that our sorcerers can use its secrets to seal the Worldwound and stem the tide of demons f lowing into our world from the Abyss.”
“We may not be the only ones seeking the Lexicon,” says Oparal. “Several of the queen’s spies have vanished without a trace. Others have been found dead, drained of blood.”
“Demons may not be the only threat you face,” says the queen. “Beware of vampires.”

BR AAUGHWHY |
Scenario 1-3A: Mistresses of Void
Taking shelter in Storasta’s ruins, you f ind brief respite in a chapel. An eagle-headed servant of Iomedae appears, wreathed in golden light. “Saint Lymirin!” gasps Captain Oparal. The paladin begins to kneel, but hesitates. “Why would the Inheritor shine her light in such a forsaken place?”
“For you, of course,” says the saint, “and for your worthy crusaders.” Her voice is liquid gold.
“But Iomedae tests us,” says Oparal. “She does not simply—” From out of nowhere, a hellspawn hurtles through the air to attack Lymirin. His big knife strikes the saint’s eagle head, but the blow barely ruff les a feather. Saint Lymirin shrieks, not with a bird’s screech, but with the wail of a furious old woman.
Oparal shouts, “Radovan! What are you doing?”
“Your ‘saint’ is a hag, sweetheart!”
“How dare you!”
“I mean that ain’t your saint.”
“I see that, but… how dare you call me ‘sweetheart’!”
A slim half-elf appears out of thin air, wielding a sword of Tien design in one hand and a book no larger than his thumb in the other. “Radovan meant to say that all is not as it seems.”
“Count Jeggare?” Oparal shakes her head. “I should have known. Where one of you appears, the other must be near.”
“We may be pursuing the same goal, Captain,” says the count. “We have discovered a clue in the ossuary below. But first we must deal with this imposter.”
Oparal points her holy sword at the saint. “You will pay for this sacrilege, deceiver.”
“Do not trust this hellspawn and its master,” says the seeming saint. “Have faith.”
“I do,” says Oparal. “I have faith in my friends.”
At the end of each scenario, return the loot to the game box.
Traits: Elf Paladin
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location. Recharge this card to shuffle an ally or a cohort from a character’s discard pile into his deck.
“Not everyone can live up to the paladin’s code, but everyone can try.” —Captain Oparal
Cohort
Traits: Rogue Hellspawn
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location. Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
“Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt
Cohort
Traits: Half-Elf Wizard
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location. Recharge this card to put a spell from a character’s discard pile on top of her deck.
“Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare
---------------------------------
Story Banes:
Villain
Type: Monster
Traits: Hag
To Defeat: Combat 24 OR Knowledge Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated. While you act, characters at other locations cannot play cards.
Henchman
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_
Henchman
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait. Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Undead Wight
To Defeat: Combat 10 OR Wisdom Divine 8
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.

BR AAUGHWHY |
During This Adventure: Useful Info (Includes Player Hands and Loot)
The servitor demon is the henchman Shadow Demon.
Henchman
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia
During This Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
Additional Rules:
Villain
Type: Monster
Traits: Hag
To Defeat: Combat 24 OR Knowledge Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated. While you act, characters at other locations cannot play cards.
Henchman
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_
Henchman
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait. Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Undead Wight
To Defeat: Combat 10 OR Wisdom Divine 8
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.
[/spoiler
Scenario Level (#): 3
Turn: 0, Mavaro/Bigguyinblack
[spoiler=Random Cards]
Monsters
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.
WotR
Monster 2
Traits:
Undead
Incorporeal
Elite
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask_
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.
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_
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_
Barriers
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.
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.
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.
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.
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.
Weapons
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
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.
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 11
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 1d6. 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 of the turn, add another 1d8+1.
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Recharge this card to reduce Combat damage dealt to you by 3.
Spells
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Trap or Lock trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
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.
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.
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.
WotR
Spell 1
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 6
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.
Armors
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.
WotR
Armor 1
Traits:
Light Armor
Magic
Corrupted
Elite
To Acquire:
Constitution
Fortitude
Craft 7
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal 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.
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.
WotR
Armor 1
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
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.
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
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.
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.
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.
WotR
Item 1
Traits:
Book
Elite
To Acquire:
Intelligence
Knowledge 7
Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.
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.
Allies
WotR
Ally 1
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
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.
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.
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.
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
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.
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.
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.
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.
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.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 0
[b]Hourglass
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: 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: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #3: Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charsima check with the difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 3 ?: 1
Located/Displayed Here: None
Location #4: Forsaken Cloister
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Location #5: Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #6: 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

Marvy to his friends |

Taking the cohort Count Jeggare. Starting at the same location as Radovan.
Hand: Chronicler 2, Spirit Surge, Compass (Core), Quarterstaff of Vaulting, Cure 2, Helpful Haversack (Core), Chronicler 1, Count Jeggare,
Displayed:
Deck: 10 Discard: 0 Buried: 0
"Current Location: Radovan's
Hero Points: 6"
"NOTES:
Available Support: Archmage: Bonus to Cha/Int = to Mythic Charges 3/3
Folio reroll:Blessings are available for use.
Count Jeggare: Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location. Recharge this card to put a spell from a character’s discard pile on top of her deck.
Movement: Folio reroll: Unused, Scott's Mat card draw: Unused
Other: Hi I'm Mavaro! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Spellbook, Blessing of Sivanah, Binder's Tome, Fire Snake, Cure 1, Armor of the Sands, The Missing Eye, Blessing of the Sages, Blessing of the Spellbound 1
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge Intelligence +1
Perception Wisdom +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane, Divine, Light Armor, Weapons
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the card's traits to your checks.)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.
At the start of the first turn recharge Quarterstaff of Vaulting to place The Missing Eye on top of my deck.

Grimsnik's Grazzle |

Starting Location: Wherever Mavaro and Radovan start.
Cohort- Captain Oparal
Hand: Cure (#2), Light Shield, Good Omen (core), Life Drain (core), Sands of the Hour, Cure, Captain Oparal,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 5
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: available; Playmat: available
Other: Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#"
"
Middle of Deck (Unknown Order): Pharasma's Knowing, Blessing of the Gods, Mace(core), Fireblade (core), Burst Bonds (core), Deathgrip (core), Noble, Blessing of Abadar, Holy Light (core), Magic Chain Mail (Core), Helpful Haversack, Blessing of the Gods 2
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +1
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine Charisma +3
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ ☐ ☐ ☐
Proficiencies:
Light Armor, Divine
POWERS:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. ([x] If any of those cards have the Divine trait, you may recharge them instead.) Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([x ] 1 plus)([ ]2 plus) ([ ] 3 plus) twice the number of cards you discarded.
[x] Add 2 to your check that invokes the Attack trait.
[ ]Instead of the first exploration of your turn, you may shuffle a blessing ([ ] or a spell) into your deck to shuffle 1d4+1 ([ ]+2) random cards from your discard pile into your deck.
[ ]Blessings you play on any check that invokes the Attack trait add d12 instead of the normal die; you may recharge them instead of discarding them.
Boon from ANaBM- When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.
Mythic Hierophant: 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 character 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.

Radovan 12789 |

Will let Amiri take cohort Radovan unless doesn't want then will draw.
Radovan- 1-3A: Mistresses of the Void
Starting Location Forsaken Cloister
Loot
Starting Hand - Ally
Displayed Devil Forms - Quang and Norge
Radovan has the following Medals (Str, Cha, Wis)
"
Hand: w4Kama, Rodrick, Red Leathers, w3Spring Blade +1, Blessing of the Ancients,
Displayed: Norge, Quang,
Deck: 12 Discard: 0 Buried: 0
Hero Points: 3
Mythic Charges:: 2
Reroll last used: 1-2E/Hero Point last used:1-2C
NOTES:
Available Support: Blessings are available for use. (Blessings of the Spy are personal blessings)/ Local character takes 1 less from fire,poison, ranged combat / Captain's cutlass if in hand can be used to reduce 2 combat damage for local character
Middle of Deck (Unknown Order): Blessing of the Gods, Blessing of the Elements, Quick-Change Mask, Blessing of Achaekek, Blessing of Abadar, Compass, Sorrowsoul, w2Captain's Cutlass, Appleslayer, w1Menacing Backsword +1, Thieves' Tools#Classic, Zae
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Acrobatics<Quang>: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Fortitude<Norge>: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +2
- Perception<Fell Viridio>: Diplomacy (Charisma +2)
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ( 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☑ or to a character at your location) by 1.