
Radovan 12789 |

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 (Tarry Fiend L5) next to Quang to add 1d6 + card's AD# On a non-combat check
Mythic Charges add 6; Will use Mavaro's blessing
Perception Check via Norge DC 25: 1d8 + 3 + 1d6 + 5 + 1 + 6 + 1d8 ⇒ (8) + 3 + (1) + 5 + 1 + 6 + (5) = 29 Success

Grimsnik's Grazzle |

Autofail range 25
Combat 50: 2d20 + 4d10 + 1d8 + 16 ⇒ (15, 13) + (5, 5, 10, 2) + (7) + 16 = 73 Embiggen + Icy Prison + Binder's Tome + recharge Desna's Freedom

Amiri the Mighty |

Take Fort check, double blessed by BoCC and 7 charges. spend a charge.
Fort 25: 1d20 + 5 + 2d8 + 7 ⇒ (8) + 5 + (1, 8) + 7 = 29 Success!

Marvy to his friends |

Henchman defeated. This side of Gate of the Worldwound is always temporarily closed so no close check. Eagle Rock is created. Reveal The Missing Eye to place Channel the Gift on top of my deck. End turn and auto recharge my spells.
Hand: Chronicler 2, Elemental Brass Mail, Helpful Haversack (Core), The Missing Eye, Binder's Tome, Channel the Gift, Armor of the Sands, Samisen of Oracular Vision,
Displayed:
Deck: 13 Discard: 1 Buried: 0
"Current Location: Gate of the Worldwound
Hero Points: 13"
"NOTES:
Available Support:Archmage: Mythic Charges 7/7:
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
Folio reroll: usedSamisen of Oracular Vision: Recharge this card to examine the top card of up to 3 location decks. Recharge this card to examine the top 3 cards of any location deck.
Channel the Gift: Discard to let a character at this location search their deck for a spell and put it in their hand.
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 Seventh Veil, Blessing of the Master of Masters, Blessing of the Spellbound, Blessing of the Sages, Chronicler 1, Locate Object (Core), Spellbook, Blessing of the All-Seeing Eye, Blessing of Sivanah, Staff of Dark Flame, Blessing of Isis
Recharged: Spirit Surge, Embiggen,
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 ☑ 8 ☐ ☐ ☐
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.
[x] When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.
[x] On you check against a bane that has the Outsider or Undead trait, add 1d6 ([x] 2d6).
[x] When you play the weapon The Missing Eye on your combat check, you may add 1d6 (☐ 2d6); if you do, you are dealt 1 Mental damage that may not be reduced.
Gate of the Worldwound cards 1 - 3 banished.
Eagle Rock is created.
Spent a hero point.

BR AAUGHWHY |
During This Adventure: Useful Info (Includes Player Hands and Loot)
The servitor demon is the henchman Favored of Deskari
Henchman
Type: Monster
Traits: Outsider Vermin Demon Barbarian Mythic
To Defeat: Combat 35
The Favored of Deskari is immune to the Electricity and Poison traits. If your check to defeat has the Attack trait, expend a mythic charge. If you succeed at the check to defeat, reroll the dice; take the new result. If defeated, you may immediately attempt to close the location this henchman came from.
During This Scenario: To play this scenario, characters must have gained the reward from the Season of the Righteous Adventure Path.
The servitor demon is the henchman Favored of Deskari.
Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
At the end of a turn, if Gate of the Worldwound is temporarily closed, summon and build the location Eagle Rock and shuffle the villain Pazuzu into its deck.
To win the scenario, defeat and corner Pazuzu.
Display the Troop: Champions of Mendev
Mythic Medal of Valor: Melee: Strength + 5
Mythic Medal of Agility: Ranged: Dexterity + 5
Mythic Medal of Vigor: Fortitude: Constitution + 5
Mythic Medal of Clarity: Knowledge: Intelligence + 5
Mythic Medal of Spirit: Divine: Wisdom + 5
Mythic Medal of Command: Arcane: Charisma + 5
Additional Rules:
Villain
Type: Monster
Traits: Aristocrat Deity Demon Mythic Outsider
To Defeat: Combat 50 THEN Combat 60 THEN Combat 70
Pazuzu is immune to the Cold, Electricity, Mental, and Poison traits. Before you act, each character must attempt a Constitution, Fortitude, or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck. If a check to defeat does not have the Mythic trait, the difficulty is increased by 10. If undefeated, expend your mythic charges and banish your mythic path card.
Henchman
Type: Barrier
Traits: Army Demon Mythic Skirmish
To Defeat: Acrobatics Arcane Fortitude Knowledge Perception Ranged 25
Pazuzu's Host is immune to the Electricity and Poison traits. Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated. If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location. If defeated, you may immediately close the location this henchman came from.
Henchman
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. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 7
Turn: 4, Grazzle/Grimsnik
Monsters
WotR
Monster 4
Traits:
Ooze
Aquatic
To Defeat:
Combat 22
OR Dexterity 16
The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.
If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_
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 4
Traits:
Demon
Curse
To Defeat:
Combat 22
The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.
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 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_
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 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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 4
Traits:
Temptation
To Defeat:
None 0
Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
Barrier 6
Traits:
Obstacle
Magic
To Defeat:
Arcane
Divine 20
OR Disable 17
Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.
Weapons
WotR
Weapon 6
Traits:
Sword
Melee
Slashing
Magic
Mythic
To Acquire:
Strength
Melee 17
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+5; you may additionally expend a mythic charge to add another 1d20 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4. If any d20 rolled on this check is a 20, you succeed at the check.
WotR
Weapon 6
Traits:
Mace
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the bane has the Construct or Outsider trait, add another 2d8. Ignore any effects on a monster that increase the difficulty of this check.
WotR
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.
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 6
Traits:
Club
Melee
Magic
To Acquire:
Strength
Melee 13
OR Arcane
Divine 15
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3 and add any of the following traits: Bludgeoning, Fire, Piercing, or Slashing; you may additionally discard this card to add another 2d6+4. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card to add 2 dice to any check to defeat a barrier, or to evade a monster you encounter that is not immune to the Mental trait.
Spells
WotR
Spell 6
Traits:
Magic
Divine
Mythic
To Acquire:
Wisdom
Divine 18
Bury this card and expend a mythic charge to summon and play a spell from the box.
After playing this card, if you do not have the Divine skill, banish it.
WotR
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card. While displayed, reduce Combat damage dealt to you by 1d4; add 1d6 and the Poison trait to combat checks by characters at your location. At the end of your turn, you may move. Then if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
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 4
Traits:
Magic
Arcane
Divine
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
When a character attempts to temporarily close a location, you may discard this card; that character automatically succeeds.
When a character attempts to permanently close a location, you may discard this card and expend a mythic charge; that character automatically succeeds.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
Armors
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 1
Traits:
Heavy Armor
Veteran
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
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.
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:
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.
Items
WotR
Item 3
Traits:
Accessory
Magic
Divine
Mythic
To Acquire:
Divine 11
Before you attempt a Divine check against a monster, bury this card to get a mythic charge.
After playing this card, you may succeed at a Divine 16 check to recharge this card instead of burying it.
WotR
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Melee 11
If this is your first combat check of the turn, reveal this card to add 1d8 to your Strength or Melee check. After playing this card, if proficient with light armors, you may recharge this card and draw a card.
WotR
Item 1
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card next to a location. Reduce damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
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 5
Traits:
Object
Magic
To Acquire:
Dexterity
Disable 13
Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
Recharge this card when a character at your location would be moved; that character does not move.
Allies
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
Ranger
To Acquire:
Melee
Ranged 7
OR Charisma
Diplomacy 6
Discard this card to add 1d6 to your check against a bane that has the Demon trait.
Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
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 3
Traits:
Human
Druid
Veteran
To Acquire:
Perception 7
OR Charisma
Diplomacy 9
Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.
WotR
Ally 5
Traits:
Outsider
Devil
To Acquire:
None 0
To acquire this card, shuffle a random monster from the box into each open location deck without looking at them.
Discard this card to add 2d6 and the Fire trait to your combat check.
Banish this card to search a location deck for a boon and add it to your hand.
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
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
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.
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
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: 11
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 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 the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of the Inheritor
WotR
Blessing 6
Traits:
Divine
Iomedae
To Acquire:
Charisma 12
OR Divine 9
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
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.
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: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Radovan/Zalarian, Pazuzu's Host
WotR
Spell 4
Traits:
Magic
Divine
Attack
Fire
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
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.
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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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Monster 5
Traits:
Undead
Ghoul
To Defeat:
Combat 23
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.
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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.
WotR
Monster 6
Traits:
Outsider
Vermin
Mythic
To Defeat:
Combat 24
OR Wisdom
Divine 18
The Apocalypse Locust is immune to the Electricity and Poison traits. All damage deal by the Apocalypse Locust is Poison damage. You may not ignore the Corrupted trait on cards during this encounter.
Before you act, each other character at your location summons and encounters an Apocalypse Locust.
A tortured human soul was fused into this form… so it could torture others_
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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 #2: Gate of the Worldwound
Closed
At This Location: When you encounter a bane that has the Demon trait, recahrge a card and flip this card.
When Permanently Closed: This location is never permanently closed.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Mavaro/Bigguyinblack, 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.
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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
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
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.
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Monster 4
Traits:
Undead
Incorporeal
To Defeat:
Combat 22
The Greater Shadow is immune to the Mental and Poison traits.
If the check to defeat has the Basic or Elite trait, the Greater Shadow is undefeated.
When you are dealt damage by the Greater Shadow, you must first choose blessings to discard as your damage, if you have any.
Negative energy and devoured souls increase its size_
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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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Barrier 6
Traits:
Trap
Alchemical
To Defeat:
None
Display this barrier faceup next to your location; the barrier is undefeated.
While displayed, when a character at that location plays a boon, each other character who can play a boon of the same type does so. When a character at that location rolls a die, treat odd rolls as 1 and even rolls as the highest number on that die.
When that location deck has no cards remaining, banish this barrier.
WotR
Spell 4
Traits:
Magic
Divine
Attack
Fire
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Location #3: Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Amiri/eddiephlash, None
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Monster 2
Traits:
Gargoyle
To Defeat:
Combat 14
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
This sinister crouching humanoid resembles a horned, winged demon statue_
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Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Acrobatics 9
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
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Ally 4
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 9
Discard this card to give any number of cards to another character.
Discard this card to explore your location.
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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 B definition.
Location #4: 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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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.
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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
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.
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Monster 5
Traits:
Undead
Ghoul
To Defeat:
Combat 23
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.
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Item 6
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 13
Discard this card and attempt an Intelligence or Knowledge check with a difficulty of 5 plus twice the scenario's adventure deck number. If you succeed, move each character to any location; if you fail, move each character to a random location.
After you play this card, if each character is at a closed location, you may recharge this card instead of discarding it.
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Monster 4
Traits:
Construct
Obstacle
Lock
To Defeat:
Combat 30
OR Disable 17
You may not play spells that have the Attack trait. Cards that affect barriers affect this card.
If undefeated, leave this monster faceup on its location deck. Characters at this location encounter this card as their first exploration each turn. When this location has no other cards, banish this card.
If you make one false move, its spiked arms and savage blades will surround you_
WotR
Spell B
Traits:
Magic
Divine
Attack
Veteran
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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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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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.
WotR
Item 5
Traits:
Book
Magic
Divine
Corrupted
To Acquire:
Banish a blessing 0
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.
Location #5: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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 B definition.
WotR
Weapon 6
Traits:
Sling
Ranged
Bludgeoning
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+3; you may additionally discard this card to add another 4d4 and the Force trait.
WotR
Monster 4
Traits:
Outsider
To Defeat:
Combat 30
The Deacon of Death is immune to the Acid and Poison traits.
Before you act, if any locations are closed, you may bury a card to evade the Deacon of Death, summon and build the location Middle of Nowhere, and move there.
If any characters are dead, the difficulty to defeat is increased by 10.
Deacons of Death pilot skiffs along rivers in the Abyss_
WotR
Monster 6
Traits:
Dragon
Mythic
To Defeat:
Combat 29
The Fiendish Black Dragon is immune to the Acid trait. If the check to defeat has the Cold or Fire trait, the difficulty is increased by 5.
Before you act, each character at your location attempts a Dexterity or Acrobatics 13 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
If undefeated, each character at a random occupied location attempts a Dexterity or Acrobatics 13 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
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
Barrier 5
Traits:
Temptation
Demon
To Defeat:
None 0
Display this barrier next to the scenario; it is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.
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.
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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
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 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
Location #6: Eagle Rock
At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
When Closing: Summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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
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
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
None
Villain B
Type: Monster
Traits:
Aristocrat
Deity
Demon
Mythic
Outsider
To Defeat:
Combat 50
THEN Combat 60
THEN Combat 70
Pazuzu is immune to the Cold, Electricity, Mental, and Poison traits.
Before you act, each character must attempt a Constitution, Fortitude, or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck.
If a check to defeat does not have the Mythic trait, the difficulty is increased by 10.
If undefeated, expend your mythic charges and banish your mythic path card.
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Ally 5
Traits:
Vermin
Swarm
Mythic
To Acquire:
None 0
To acquire this card, each character summons and encounters the henchman Vescavor Swarm. If all the henchmen are defeated by at least 10, you acquire this card.
Display this card and take a number of mythic charges equal to your charges from the box and put them on this card. While displayed, each character may expend any number of these charges a if they were her own this turn. At the end of the turn, shuffle this card into a random open location deck.
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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.
WotR
Weapon 6
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 14
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4; you may additionally discard this card or a card that has the Divine trait to add another 1d10. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 1d10. If not proficient with weapons, the difficulty of this check is increased by 4.
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Barrier 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
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
Monster 6
Traits:
Demon
Vermin
Mythic
To Defeat:
Combat 28
THEN Combat 30
The Worldwound Grub may not be evaded. It is immune to the Electricity and Poison traits.
If undefeated, display this card next to your deck; while displayed, you encounter this card as your first exploration each turn.
After you act, each character at your location is dealt 2d4 Force damage.

Grimsnik's Grazzle |

Hour: Blessing of Abraxas
Move: Canyon
Play Scrying for monster 1- Corrupted Soldier, 2- Force Sling +3, 3- Deacon of Death. Shuffle 2 in location deck. Place 1 on top and 3 2nd.
Explore: Canyon Card 1: Henchman Proxy B2 (Corrupted Soldier) Vet: 1d20 ⇒ 17 Combat 9+10+10+17: 3d8 + 7 + 7 + 2d12 + 2 ⇒ (6, 4, 5) + 7 + 7 + (11, 10) + 2 = 52 Play Boneshatter. Request Blessing of Achaekek from Amiri
Bottom Hourglass- Blessing of Pulura Divine 7: 1d8 + 7 ⇒ (6) + 7 = 13 Blessing acquired and put on bottom of blessing deck due to scenario power. Locations shuffled
EOT- Shuffle both spells back into deck.
Hand: Deathgrip (core), Breath of Life, Blessing of the Gods 2, Darb Tuttle, Pharasma's Knowing, Major Cure, Ice Strike,
Displayed:
Deck: 15 Discard: 0 Buried: 0
"Hero Points: 14
Mythic Charges: 7"
"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): Desna's Freedom, Blessing of the Gods, Blessing of Abadar, Reflecting Shield, Scrying, Repelling Pike +1, Maiden's Helm, Lyrune-quah Truthspeaker, Icy Prison, Divine Blaze , Blessing of Pulura, Chalice of Ozem, Boneshatter, Sands of the Hour
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 ([X] 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.
[X]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.
[X]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.
Canyon Closed
Amiri's Blessing of Achaekek used

BR AAUGHWHY |
During This Adventure: Useful Info (Includes Player Hands and Loot)
The servitor demon is the henchman Favored of Deskari
Henchman
Type: Monster
Traits: Outsider Vermin Demon Barbarian Mythic
To Defeat: Combat 35
The Favored of Deskari is immune to the Electricity and Poison traits. If your check to defeat has the Attack trait, expend a mythic charge. If you succeed at the check to defeat, reroll the dice; take the new result. If defeated, you may immediately attempt to close the location this henchman came from.
During This Scenario: To play this scenario, characters must have gained the reward from the Season of the Righteous Adventure Path.
The servitor demon is the henchman Favored of Deskari.
Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
At the end of a turn, if Gate of the Worldwound is temporarily closed, summon and build the location Eagle Rock and shuffle the villain Pazuzu into its deck.
To win the scenario, defeat and corner Pazuzu.
Display the Troop: Champions of Mendev
Mythic Medal of Valor: Melee: Strength + 5
Mythic Medal of Agility: Ranged: Dexterity + 5
Mythic Medal of Vigor: Fortitude: Constitution + 5
Mythic Medal of Clarity: Knowledge: Intelligence + 5
Mythic Medal of Spirit: Divine: Wisdom + 5
Mythic Medal of Command: Arcane: Charisma + 5
Additional Rules:
Villain
Type: Monster
Traits: Aristocrat Deity Demon Mythic Outsider
To Defeat: Combat 50 THEN Combat 60 THEN Combat 70
Pazuzu is immune to the Cold, Electricity, Mental, and Poison traits. Before you act, each character must attempt a Constitution, Fortitude, or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck. If a check to defeat does not have the Mythic trait, the difficulty is increased by 10. If undefeated, expend your mythic charges and banish your mythic path card.
Henchman
Type: Barrier
Traits: Army Demon Mythic Skirmish
To Defeat: Acrobatics Arcane Fortitude Knowledge Perception Ranged 25
Pazuzu's Host is immune to the Electricity and Poison traits. Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated. If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location. If defeated, you may immediately close the location this henchman came from.
Henchman
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. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 7
Turn: 5, Radovan/Zalarian
Monsters
WotR
Monster 3
Traits:
Undead
To Defeat:
Combat 19
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.
This lost soul's fragmented memories evoke sorrow, longing, and a vengeful hatred for all living things_
WotR
Monster 6
Traits:
Ooze
Mythic
To Defeat:
Combat 27
The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
While you act, a random other character at your location may not play cards or use powers during the encounter.
This intelligent mass of blood coagulated from the corpse of an evil entity_
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
WotR
Monster 2
Traits:
Undead
Incorporeal
To Defeat:
Combat 18
The Berbalang is immune to the Mental and Poison traits.
If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
If undefeated, discard the top card of your deck.
WotR
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
If undefeated, each character at your location is dealt 1d4-1 Combat damage and does not reset her hand.
As this ponderous golem inexorably advances, you'll only hear the sound of grinding stone_
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 6
Traits:
Obstacle
Magic
To Defeat:
Arcane
Divine 20
OR Disable 17
Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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:
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 3
Traits:
Spear
Ranged
Piercing
Magic
Mythic
Veteran
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.
WotR
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.
WotR
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic
To Acquire:
Strength
Melee
Arcane
Divine 16
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.
WotR
Weapon 4
Traits:
Hammer
Melee
Bludgeoning
Magic
Corrupted
Mythic
To Acquire:
Strength
Melee 16
If this card has the Corrupted trait, the difficulty of checks using this weapon against a bane that has the Demon trait increases by 5.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally expend a mythic charge to add another 2d6 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4.
WotR
Weapon 5
Traits:
Scythe
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 6.
Spells
WotR
Spell 4
Traits:
Magic
Arcane
Divine
Mythic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Discard this card to allow a character at your location to use a power on your mythic path card.
Discard this card and expend a mythic charge to use a power on another character's mythic path card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 14 or Divine 16 check to recharge this card instead of discarding it.
WotR
Spell 6
Traits:
Magic
Divine
Mythic
To Acquire:
Wisdom
Divine 18
Bury this card and expend a mythic charge to summon and play a spell from the box.
After playing this card, if you do not have the Divine skill, banish it.
WotR
Spell 3
Traits:
Magic
Arcane
Divine
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.
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 5
Traits:
Magic
Arcane
Divine
Attack
Cold
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Armors
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Recharge this card to ignore a non-villain monster's power that happens before you act.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 1
Traits:
Heavy Armor
Veteran
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
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 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 5
Traits:
Object
Magic
To Acquire:
Dexterity
Disable 13
Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
Recharge this card when a character at your location would be moved; that character does not move.
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:
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:
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.
Allies
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 6
Traits:
Halfling
Aristocrat
To Acquire:
Charisma
Diplomacy 9
Recharge this card to add 2d4 to your Melee combat check.
Bury this card to reduce damage dealt to you to 0.
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
Ally 4
Traits:
Human
Warrior
To Acquire:
Strength
Melee 12
THEN Charisma
Diplomacy 12
Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.
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.
Blessings
WotR
Blessing 6
Traits:
Divine
Iomedae
To Acquire:
Charisma 12
OR Divine 9
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
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
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 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 the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of the Inheritor
WotR
Blessing 6
Traits:
Divine
Iomedae
To Acquire:
Charisma 12
OR Divine 9
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
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.
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: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Radovan/Zalarian, Pazuzu's Host
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
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
Spell 4
Traits:
Magic
Divine
Attack
Fire
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
WotR
Monster 6
Traits:
Outsider
Vermin
Mythic
To Defeat:
Combat 24
OR Wisdom
Divine 18
The Apocalypse Locust is immune to the Electricity and Poison traits. All damage deal by the Apocalypse Locust is Poison damage. You may not ignore the Corrupted trait on cards during this encounter.
Before you act, each other character at your location summons and encounters an Apocalypse Locust.
A tortured human soul was fused into this form… so it could torture others_
WotR
Monster 5
Traits:
Undead
Ghoul
To Defeat:
Combat 23
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Location #2: Gate of the Worldwound
Closed
At This Location: When you encounter a bane that has the Demon trait, recahrge a card and flip this card.
When Permanently Closed: This location is never permanently closed.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Mavaro/Bigguyinblack, 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
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
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
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
Monster 4
Traits:
Undead
Incorporeal
To Defeat:
Combat 22
The Greater Shadow is immune to the Mental and Poison traits.
If the check to defeat has the Basic or Elite trait, the Greater Shadow is undefeated.
When you are dealt damage by the Greater Shadow, you must first choose blessings to discard as your damage, if you have any.
Negative energy and devoured souls increase its size_
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
Barrier 6
Traits:
Trap
Alchemical
To Defeat:
None
Display this barrier faceup next to your location; the barrier is undefeated.
While displayed, when a character at that location plays a boon, each other character who can play a boon of the same type does so. When a character at that location rolls a die, treat odd rolls as 1 and even rolls as the highest number on that die.
When that location deck has no cards remaining, banish this barrier.
WotR
Spell 4
Traits:
Magic
Divine
Attack
Fire
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Location #3: Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Amiri/eddiephlash, None
WotR
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Acrobatics 9
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 14
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
This sinister crouching humanoid resembles a horned, winged demon statue_
WotR
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 9
Discard this card to give any number of cards to another character.
Discard this card to explore your location.
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 B definition.
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Location #4: 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 6
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 13
Discard this card and attempt an Intelligence or Knowledge check with a difficulty of 5 plus twice the scenario's adventure deck number. If you succeed, move each character to any location; if you fail, move each character to a random location.
After you play this card, if each character is at a closed location, you may recharge this card instead of discarding it.
WotR
Spell B
Traits:
Magic
Divine
Attack
Veteran
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
WotR
Item 5
Traits:
Book
Magic
Divine
Corrupted
To Acquire:
Banish a blessing 0
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing 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
Monster 5
Traits:
Undead
Ghoul
To Defeat:
Combat 23
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.
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
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
Monster 4
Traits:
Construct
Obstacle
Lock
To Defeat:
Combat 30
OR Disable 17
You may not play spells that have the Attack trait. Cards that affect barriers affect this card.
If undefeated, leave this monster faceup on its location deck. Characters at this location encounter this card as their first exploration each turn. When this location has no other cards, banish this card.
If you make one false move, its spiked arms and savage blades will surround you_
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
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.
Location #5: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/Grimsnik, None
Location #6: Eagle Rock
At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
When Closing: Summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
WotR
Weapon 6
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 14
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4; you may additionally discard this card or a card that has the Divine trait to add another 1d10. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 1d10. If not proficient with weapons, the difficulty of this check is increased by 4.
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.
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Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
WotR
Monster 6
Traits:
Demon
Vermin
Mythic
To Defeat:
Combat 28
THEN Combat 30
The Worldwound Grub may not be evaded. It is immune to the Electricity and Poison traits.
If undefeated, display this card next to your deck; while displayed, you encounter this card as your first exploration each turn.
After you act, each character at your location is dealt 2d4 Force damage.
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
Barrier 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
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
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.
None
Villain B
Type: Monster
Traits:
Aristocrat
Deity
Demon
Mythic
Outsider
To Defeat:
Combat 50
THEN Combat 60
THEN Combat 70
Pazuzu is immune to the Cold, Electricity, Mental, and Poison traits.
Before you act, each character must attempt a Constitution, Fortitude, or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck.
If a check to defeat does not have the Mythic trait, the difficulty is increased by 10.
If undefeated, expend your mythic charges and banish your mythic path card.
WotR
Ally 5
Traits:
Vermin
Swarm
Mythic
To Acquire:
None 0
To acquire this card, each character summons and encounters the henchman Vescavor Swarm. If all the henchmen are defeated by at least 10, you acquire this card.
Display this card and take a number of mythic charges equal to your charges from the box and put them on this card. While displayed, each character may expend any number of these charges a if they were her own this turn. At the end of the turn, shuffle this card into a random open location deck.

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: 5 - Blessing of Abadar
SOT: recharge Rodrick with ring of regen
Will have Mavaro use Samisen to examine some cards:
Celestial Beacon Card 1: Henchman Proxy A1
Watchtower Card 1: Expeditious Chain Mail
Eagle Rock Card 1: Sunsword
Give Card: None
Move: Celestial Beacon -> Eagle Rock
Location Powers: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
Explore: Eagle Rock Card 1: Sunsword
WotR
Weapon 6
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 14
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4; you may additionally discard this card or a card that has the Divine trait to add another 1d10. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 1d10. If not proficient with weapons, the difficulty of this check is increased by 4.
Mythic Charge(s) adds 6; evangelist adds 1
Strength Check DC 14: 1d8 + 3 + 6 + 1 ⇒ (5) + 3 + 6 + 1 = 15 Success; will discard evangelist to explore
Explore: Eagle Rock Card 2: Mad Knight
WotR
Monster 1
Traits:
Human
Cavalier
Veteran
To Defeat:
Combat 13
The difficult of the check to defeat is increased by the scenario's adventure deck number.
Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
If defeated, draw a random blessing that has the Corrupted trait from the box.
Random Roll: 1d20 ⇒ 15
due to location and scenario, monster is mythic demon
Reveal Sunsword for STR + 1d10+4 + 1d4 for Radovan's power
may additionally discard this card or a card that has the divine trait to add another 1d10. If the bane has the Demon, Devil, Fiend, or Undead trait add another 1d10
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 6; banish unearthly aim to add 10+AD#
Sunsword Combat Check DC 13+20+15=48: 1d8 + 4 + 1d10 + 1d10 + 4 + 1d4 + 1 + 6 + 10 + 7 ⇒ (5) + 4 + (2) + (9) + 4 + (3) + 1 + 6 + 10 + 7 = 51 Monster defeated, I add random monster (Lost Soul L3) to Quang; also add 1 mythic charge; I draw a corrupted blessing (none in random;use site to draw Blessing of Deskari )
Radovan ends his turn revealing ring to recharge Evangelist
The servitor demon is the henchman Favored of Deskari
During This Scenario: To play this scenario, characters must have gained the reward from the Season of the Righteous Adventure Path.
The servitor demon is the henchman Favored of Deskari.
Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
At the end of a turn, if Gate of the Worldwound is temporarily closed, summon and build the location Eagle Rock and shuffle the villain Pazuzu into its deck.
To win the scenario, defeat and corner Pazuzu.
Display the Troop: Champions of Mendev
Champions of Mendev:
While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
Mythic Medal of Valor: Melee: Strength + 5
Mythic Medal of Agility: Ranged: Dexterity + 5
Mythic Medal of Vigor: Fortitude: Constitution + 5
Mythic Medal of Clarity: Knowledge: Intelligence + 5
Mythic Medal of Spirit: Divine: Wisdom + 5
Mythic Medal of Command: Arcane: Charisma + 5
Radovan attempts to recover all cards in their Recovery pile.
Radovan resets their hand discarding Vampiric Backsword and Ring of Regeneration
"
Hand: Dawnflower's Kiss, Sunsword, Armor of Skulls, Blessing of Deskari, Banner of Valor, Heister,
Displayed: Fell Viridio, Norge, Elder Fire Dragon L6, Quang, Lost Soul L3,
Deck: 17 Discard: 2 Buried: 0
Hero Points: 0
Mythic Charges: 7/7
Reroll last used: 1-6E/Hero Point last used:1-6Cx2
NOTES:
Available Support: Blessings are available for use. / Local character takes 2 less from fire,poison, ranged combat
Middle of Deck (Unknown Order): w3Corrosive Backsword +4, Blessing of Achaekek, Blessing of Droskar, Gravewatcher Chain Mail, w4Shadowless Sword, Elyana, Crystal Ball, Blessing of Nocticula, Belt of Physical Might, Blessing of the Vaultmaster, Blessing of the Elements, Dreamstalker
Recharged: Sorrowsoul, Mendevian Crusader, Rodrick, Evangelist,
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) (☑ or 3 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 (☐ 1d12) if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☑ or to a character at your location) by 1 (☑ 2) (☐ 3).
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
☑ When a monster encountered by a character at your location is undefeated (☑ or when you defeat a monster), display a monster from the box next to displayed devil form.
[u]Summary[/u]
Player Hands
Current Location: Eagle Rock
Acquired: Blessing of Deskari
Eagle Rock Card 1: Sunsword
Banished: Eagle Rock Card 2: Mad Knight
Examined: Celestial Beacon Card 1: Henchman Proxy A1
Watchtower Card 1: Expeditious Chain Mail
Random Card(s) Used: Monster 1, Blessing 1-5
Displayed: None
Other Player(s) Resources Used: Mavaro's Samisen
Actions needed by other Player(s): None

Amiri the Mighty |

Start turn. Hour is Ascension. Explore the Expeditious Chain Mail. 6 charges.
Fort 9: 1d8 + 5 + 6 ⇒ (4) + 5 + 6 = 15: Acquired!
Discard BoCC to explore card 2: Unholy Aspergillum +3. 6 charges.
Melee 9: 1d10 + 5 + 6 ⇒ (5) + 5 + 6 = 16 Acquired!
Discard Achaekek to explore card 3: Gargoyle. 6 charges. Reveal Soulshear.
Combat 14: 6 + 1d12 + 5 + 1d10 + 4 ⇒ 6 + (12) + 5 + (5) + 4 = 32 Defeated!
Display Eliandra to explore card 4: Merchant Lord. Summon a random monster instead: Immortal Ichor. 6 charges. Reveal Soulshear. Bury Unholy Aspergillum +3 to rage. Reload Shocking Lance +1 to add its level
Combat 27: 6 + 1d12 + 5 + 1d10 + 4 + 1d8 + 5 + 3 ⇒ 6 + (7) + 5 + (10) + 4 + (1) + 5 + 3 = 41 Defeated! Mythic Charge gained!
Merchant Lord acquired!
Discard Merchant Lord to explore card 5: Proxy B: Corrupted Soldier. Gains mythic trait.
Combat difficulty: 1d20 + 9 + 10 + 10 ⇒ (9) + 9 + 10 + 10 = 38
7 charges. Expend 1. Reveal Soulshear. Bury discarded Merchant Lord to rage. Reload Mournful Razor to add its level.
Combat 38: 7 + 1d20 + 5 + 1d10 + 4 + 1d8 + 5 + 6 ⇒ 7 + (7) + 5 + (8) + 4 + (5) + 5 + 6 = 47 Defeated! Gain a charge.
Attempt to close, banish Soulshear to close. Draw rando weapon: Skirmishing Spear. End turn. Set hand size to 9 then bury Eliandra. Reset hand, discarding spear and drawing 7.
Hand: Expeditious Chain Mail, Skirmishing Spear, Mournful Razor, Shocking Lance +1, Flaming Longsword +3, Mighty Steed, Pit Gladiator, Skyplate Armor, Blessing of the Drunken Hero,
Displayed:
Deck: 11 Discard: 4 Buried: 3
Current Location: Watchtower
Hero Points: 8
Mythic Charges: 7
Shirt Reroll: Available
NOTES:
Available Support: Skirmishing spear adds d4 +2 to a distant combat check. Drunken hero double blesses non-cobat Str/Con.
Other: Ready to Avenge. Can spend 5 charges to auto close my location
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
Role: Smashmouth
Favored Card: Melee Weapon
Hand Size: 4 ☑ 5 ☑ 6
Proficiencies:
Weapons
POWERS:
On your Strength check or your check against a monster (☑ or barrier), 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.
When you suffer damage from a bane (☑ before or) after acting, you may recharge a weapon to reduce the damage to 0.
[x] On your Melee combat check, you may reload a weapon to add its level.
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 Amiri's turn reveal The Missing Eye to place Spirit Surge on top of my deck.
Blessing of Sarenrae in effect. Use Helpful Haversack (Core) revealing The Missing Eye to draw Spirit Surge. Cast Channel the Gift for Embiggen.. Reveal The Missing Eye to place Samisen of Oracular Vision on top of my deck.
Move to Paradise Hill.
WotR
Item 6
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 13
Discard this card and attempt an Intelligence or Knowledge check with a difficulty of 5 plus twice the scenario's adventure deck number. If you succeed, move each character to any location; if you fail, move each character to a random location.
After you play this card, if each character is at a closed location, you may recharge this card instead of discarding it.
Display Spirit Surge to draw 3 cards: Samisen of Oracular Vision, Spellbook, Blessing of Isis. Reveal The Missing Eye to place Staff of Dark Flame on top of my deck.
divine 13 using knowledge instead, revealing a book to reveal chronicler, revealing spellbook: 1d8 + 1d6 + 1d4 + 12 ⇒ (4) + (5) + (2) + 12 = 23
Recharge Samisen of Oracular Vision to examine Eagle Rock cards 3. Toad Demon, 4. Worldwound Grub, and 5. Horn of Assured Victory. Discard Blessing of Isis to explore.
WotR
Spell B
Traits:
Magic
Divine
Attack
Veteran
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Banished. Pausing turn.

Marvy to his friends |

Discard Amulet of the Planes to try and move Radovan, Grazzle, and Mavaro to Celestial Beacon.
Radovan knowledge 19 revealing a book to reveal chronicler, revealing spellbook: 1d8 + 1d6 + 1d4 + 12 ⇒ (2) + (5) + (1) + 12 = 20
Grazzle knowledge 19 revealing a book to reveal chronicler, revealing spellbook: 1d8 + 1d6 + 1d4 + 12 ⇒ (8) + (1) + (1) + 12 = 22
Mavaro knowledge 19 revealing a book to reveal chronicler, revealing spellbook: 1d8 + 1d6 + 1d4 + 12 ⇒ (5) + (6) + (2) + 12 = 25
Recharge Elemental Brass Mail to place Locate Object (Core) on top of my deck. End turn. Auto recover my spells.
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 ☑ 8 ☐ ☐ ☐
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.
[x] When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.
[x] On you check against a bane that has the Outsider or Undead trait, add 1d6 ([x] 2d6).
[x] When you play the weapon The Missing Eye on your combat check, you may add 1d6 (☐ 2d6); if you do, you are dealt 1 Mental damage that may not be reduced.
[/spoiler]
Paradise Hill card 1 acquired. Card 2 banished.
Eagle Rock cards 3 - 6 examined.
Radovan, Grazzle, and Mavaro moved to Celestial Beacon.

Grimsnik's Grazzle |

Hour: Blessing of the Starsong
SOT: Discard 3 cards to heal Radovan 2, Amiri up to 2 and Mavaro 3
Major Cure heals all three cards.
Move: Paradise Hill
Explore: Book of the Damned Banished Blessing of the Gods 2 to acquire. Play Pharasma's Knowing.
Knight's Pennon Charisma 9: 1d8 + 4 + 7 ⇒ (5) + 4 + 7 = 16
Scrying for Monsters: Alderpash's Ghoul, Salamander, Corrupted Soldier. Shuffle location placing Corrupted Soldier on top, Salamander 2nd and Alderpash's Ghoul 3rd.
EOT- Auto recharge spells and shuffle them back into deck.
Discard Knight's Pennon
Hand: Deathgrip (core), Lyrune-quah Truthspeaker, Book of the Damned, Darb Tuttle, Sands of the Hour, Desna's Freedom, Ice Strike,
Displayed:
Deck: 13 Discard: 2 Buried: 0
"Hero Points: 14
Mythic Charges: 7"
"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): Repelling Pike +1, Major Cure, Blessing of the Gods, Chalice of Ozem, Divine Blaze , Breath of Life, Maiden's Helm, Boneshatter, Icy Prison, Blessing of Abadar, Reflecting Shield, Scrying
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 ([X] 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.
[X]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.
[X]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.
Healing Radovan 2, Amiri up to 2, Mavaro 3
Paradise Hill #3 and 4 acquired
#7 Corrupted Soldier on top, #6 Salamander 2nd, #5 Alderpash's Ghoul 3rd and remaining cards shuffled.

BR AAUGHWHY |
During This Adventure: Useful Info (Includes Player Hands and Loot)
The servitor demon is the henchman Favored of Deskari
Henchman
Type: Monster
Traits: Outsider Vermin Demon Barbarian Mythic
To Defeat: Combat 35
The Favored of Deskari is immune to the Electricity and Poison traits. If your check to defeat has the Attack trait, expend a mythic charge. If you succeed at the check to defeat, reroll the dice; take the new result. If defeated, you may immediately attempt to close the location this henchman came from.
During This Scenario: To play this scenario, characters must have gained the reward from the Season of the Righteous Adventure Path.
The servitor demon is the henchman Favored of Deskari.
Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
At the end of a turn, if Gate of the Worldwound is temporarily closed, summon and build the location Eagle Rock and shuffle the villain Pazuzu into its deck.
To win the scenario, defeat and corner Pazuzu.
Display the Troop: Champions of Mendev
Mythic Medal of Valor: Melee: Strength + 5
Mythic Medal of Agility: Ranged: Dexterity + 5
Mythic Medal of Vigor: Fortitude: Constitution + 5
Mythic Medal of Clarity: Knowledge: Intelligence + 5
Mythic Medal of Spirit: Divine: Wisdom + 5
Mythic Medal of Command: Arcane: Charisma + 5
Additional Rules:
Villain
Type: Monster
Traits: Aristocrat Deity Demon Mythic Outsider
To Defeat: Combat 50 THEN Combat 60 THEN Combat 70
Pazuzu is immune to the Cold, Electricity, Mental, and Poison traits. Before you act, each character must attempt a Constitution, Fortitude, or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck. If a check to defeat does not have the Mythic trait, the difficulty is increased by 10. If undefeated, expend your mythic charges and banish your mythic path card.
Henchman
Type: Barrier
Traits: Army Demon Mythic Skirmish
To Defeat: Acrobatics Arcane Fortitude Knowledge Perception Ranged 25
Pazuzu's Host is immune to the Electricity and Poison traits. Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated. If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location. If defeated, you may immediately close the location this henchman came from.
Henchman
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. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 7
Turn: 9, Radovan/Zalarian
Monsters
WotR
Monster 6
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 21
OR Wisdom 13
The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
If you played a boon to examine this card, bury the boon.
WotR
Monster 4
Traits:
Dragon
Mythic
To Defeat:
Combat 24
THEN Combat 24
The Umbral Dragon is immune to the Cold trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 11 check or bury her role card.
If undefeated, banish the Umbral Dragon; a random character summons and encounters the Umbral Dragon.
WotR
Monster 4
Traits:
Outsider
To Defeat:
Combat 30
The Deacon of Death is immune to the Acid and Poison traits.
Before you act, if any locations are closed, you may bury a card to evade the Deacon of Death, summon and build the location Middle of Nowhere, and move there.
If any characters are dead, the difficulty to defeat is increased by 10.
Deacons of Death pilot skiffs along rivers in the Abyss_
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_
Barriers
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 5
Traits:
Temptation
Demon
To Defeat:
None 0
Display this barrier next to the scenario; it is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 14
OR Disable 11
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 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
Weapons
WotR
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Veteran
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.
WotR
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+2. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 2d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may put this card on top of your deck to reroll the dice; take the new result.
WotR
Weapon 6
Traits:
Sling
Ranged
Bludgeoning
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+3; you may additionally discard this card to add another 4d4 and the Force trait.
WotR
Weapon 4
Traits:
Pick
Melee
Piercing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.
WotR
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
Veteran
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.
Spells
WotR
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 8
Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.
WotR
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card next to your deck. While displayed, you may move at the end of your turn, add 1d8 to your combat checks, and reduce Acid, Cold, Electricity, Fire and Ranged Combat damage dealt to you by 4.
At the end of your turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 18 check to recharge or to continue displaying this card; otherwise, discard it.
WotR
Spell B
Traits:
Magic
Divine
Attack
Veteran
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
WotR
Spell 6
Traits:
Magic
Arcane
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane 15
For your combat check, discard this card to use your Arcane skill + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll the dice; take the new result.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 17 check to recharge this card instead of discarding it.
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.
Armors
WotR
Armor 6
Traits:
Light Armor
Magic
Corrupted
Mythic
To Acquire:
Constitution
Fortitude 16
When you defeat a monster, recharge this card to shuffle a number of random cards equal to your number of mythic charges from your discard pile into your deck. If this card has the Corrupted trait, discard a card from the blessings deck.
Recharge this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
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 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 5
Traits:
Light Armor
Magic
Mythic
To Acquire:
Constitution
Fortitude
Stealth 11
Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Armor 6
Traits:
Light Armor
Magic
Mythic
To Acquire:
Intelligence
Arcane 12
Reveal this card to reduce Fire damage dealt to you to 0.
Recharge this card to add 1d8 for each of your mythic charges and the Fire trait to any combat check by a character at your location; you are dealt 1 Fire damage.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Items
WotR
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic
To Acquire:
Intelligence
Craft
Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
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
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 4
Traits:
Book
Magic
Corrupted
Mythic
To Acquire:
Arcane
Craft
Divine
Knowledge 12
Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.
After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card insted of burying it.
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.
Allies
WotR
Ally 4
Traits:
Human
Warrior
To Acquire:
Strength
Melee 12
THEN Charisma
Diplomacy 12
Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.
WotR
Ally B
Traits:
Human
Hireling
To Acquire:
Charisma
Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
WotR
Ally 2
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
WotR
Ally 3
Traits:
Human
Hireling
To Acquire:
Intelligence
Craft 8
THEN Charisma
Diplomacy 9
Display this card to ignore the Corrupted trait on a card until the end of your turn, then recharge this card.
Discard this card to explore your location.
WotR
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.
Blessings
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
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.
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.
WotR
Blessing 6
Traits:
Divine
Iomedae
To Acquire:
Charisma 12
OR Divine 9
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
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: 6
Hourglass
Blessing of Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of the Inheritor
WotR
Blessing 6
Traits:
Divine
Iomedae
To Acquire:
Charisma 12
OR Divine 9
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
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.
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: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Radovan/Zalarian, Mavaro/Bigguyinblack, Pazuzu's Host
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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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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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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.
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Spell 4
Traits:
Magic
Divine
Attack
Fire
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
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Monster 6
Traits:
Outsider
Vermin
Mythic
To Defeat:
Combat 24
OR Wisdom
Divine 18
The Apocalypse Locust is immune to the Electricity and Poison traits. All damage deal by the Apocalypse Locust is Poison damage. You may not ignore the Corrupted trait on cards during this encounter.
Before you act, each other character at your location summons and encounters an Apocalypse Locust.
A tortured human soul was fused into this form… so it could torture others_
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Monster 5
Traits:
Undead
Ghoul
To Defeat:
Combat 23
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.
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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.
Location #2: Gate of the Worldwound
Closed
At This Location: When you encounter a bane that has the Demon trait, recahrge a card and flip this card.
When Permanently Closed: This location is never permanently closed.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: 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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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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Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
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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.
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Monster 4
Traits:
Undead
Incorporeal
To Defeat:
Combat 22
The Greater Shadow is immune to the Mental and Poison traits.
If the check to defeat has the Basic or Elite trait, the Greater Shadow is undefeated.
When you are dealt damage by the Greater Shadow, you must first choose blessings to discard as your damage, if you have any.
Negative energy and devoured souls increase its size_
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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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Barrier 6
Traits:
Trap
Alchemical
To Defeat:
None
Display this barrier faceup next to your location; the barrier is undefeated.
While displayed, when a character at that location plays a boon, each other character who can play a boon of the same type does so. When a character at that location rolls a die, treat odd rolls as 1 and even rolls as the highest number on that die.
When that location deck has no cards remaining, banish this barrier.
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Spell 4
Traits:
Magic
Divine
Attack
Fire
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Location #3: Watchtower
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amiri/eddiephlash, None
Location #4: 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: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Grazzle/Grimsnik, 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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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_
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Monster 5
Traits:
Undead
Ghoul
To Defeat:
Combat 23
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.
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Monster 4
Traits:
Construct
Obstacle
Lock
To Defeat:
Combat 30
OR Disable 17
You may not play spells that have the Attack trait. Cards that affect barriers affect this card.
If undefeated, leave this monster faceup on its location deck. Characters at this location encounter this card as their first exploration each turn. When this location has no other cards, banish this card.
If you make one false move, its spiked arms and savage blades will surround you_
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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.
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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.
Location #5: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #6: Eagle Rock
At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
When Closing: Summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
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Monster 6
Traits:
Demon
Vermin
Mythic
To Defeat:
Combat 28
THEN Combat 30
The Worldwound Grub may not be evaded. It is immune to the Electricity and Poison traits.
If undefeated, display this card next to your deck; while displayed, you encounter this card as your first exploration each turn.
After you act, each character at your location is dealt 2d4 Force damage.
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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.
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Barrier 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
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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.
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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.
None
Villain B
Type: Monster
Traits:
Aristocrat
Deity
Demon
Mythic
Outsider
To Defeat:
Combat 50
THEN Combat 60
THEN Combat 70
Pazuzu is immune to the Cold, Electricity, Mental, and Poison traits.
Before you act, each character must attempt a Constitution, Fortitude, or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck.
If a check to defeat does not have the Mythic trait, the difficulty is increased by 10.
If undefeated, expend your mythic charges and banish your mythic path card.
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Ally 5
Traits:
Vermin
Swarm
Mythic
To Acquire:
None 0
To acquire this card, each character summons and encounters the henchman Vescavor Swarm. If all the henchmen are defeated by at least 10, you acquire this card.
Display this card and take a number of mythic charges equal to your charges from the box and put them on this card. While displayed, each character may expend any number of these charges a if they were her own this turn. At the end of the turn, shuffle this card into a random open location deck.

Radovan 12789 |

Out of Turn Updates: healed for 2 by Grazzle
Radovan has all cards in his discard pile healed: (w1Vampiric Backsword +3, Ring of Regeneration). Deck shuffled.
Turn Order: Radovan/Zalarian, Amiri/eddiephlash, Mavaro/Bigguyinblack, Grazzle/Grimsnik
if random character, using Self as #1
Turn - Hour: 9 - Blessing of Ascension
SOT: None
Give Card: Dawnflower's Kiss to Mavaro
Move: Celestial Beacon -> Paradise Hill
Plant Banner of Valor at Paradise Hill
Explore: Paradise Hill Card 1 (Henchman Proxy A3)
Henchman
Type: Barrier
Traits: Army Demon Mythic Skirmish
To Defeat: Acrobatics Arcane Fortitude Knowledge Perception Ranged 25
Pazuzu's Host is immune to the Electricity and Poison traits. Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated. If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location. If defeated, you may immediately close the location this henchman came from.
Will do perception blessing with 7 mythic charges and blessing of deskari and banner
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 (Lost Soul L3) next to Quang to add 1d6 + card's AD# On a non-combat check
Perception Check via Norge DC 25: 1d8 + 3 + 7 + 2d8 + 1d6 + 3 ⇒ (8) + 3 + 7 + (1, 1) + (3) + 3 = 26 Success; I gain a mythic charge
Need checks from Amiri, Mavaro, and Grazzle. I will recharge Heister to add 1d12 to Grazzle's check against barrier. Will assume Grazzle succeeds and draw an item (Nahyndrian Elixer). Hand below assumes that we were all successful in defeating henchman...closing requires the mythic charge I gained and draw a non-basic blessing - Blessing of the Inheritor
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Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic
To Acquire:
Intelligence
Craft
Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
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Blessing 6
Traits:
Divine
Iomedae
To Acquire:
Charisma 12
OR Divine 9
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
will display Nahyndrian Elixer as well as Banner next to location group decides (assuming we are successful; I suspect banner will be at Eagle Rock)
Radovan ends his turn
The servitor demon is the henchman Favored of Deskari
During This Scenario: To play this scenario, characters must have gained the reward from the Season of the Righteous Adventure Path.
The servitor demon is the henchman Favored of Deskari.
Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
At the end of a turn, if Gate of the Worldwound is temporarily closed, summon and build the location Eagle Rock and shuffle the villain Pazuzu into its deck.
To win the scenario, defeat and corner Pazuzu.
Display the Troop: Champions of Mendev
Champions of Mendev:
While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
Mythic Medal of Valor: Melee: Strength + 5
Mythic Medal of Agility: Ranged: Dexterity + 5
Mythic Medal of Vigor: Fortitude: Constitution + 5
Mythic Medal of Clarity: Knowledge: Intelligence + 5
Mythic Medal of Spirit: Divine: Wisdom + 5
Mythic Medal of Command: Arcane: Charisma + 5
Radovan attempts to recover all cards in their Recovery pile.
Radovan resets their hand
"
Hand: Blessing of the Inheritor, Sunsword, Armor of Skulls, Blessing of Deskari, Blessing of the Vaultmaster, Evangelist,
Displayed: Nahyndrian Elixer, Banner of Valor, Fell Viridio, Norge, Elder Fire Dragon L6, Quang,
Deck: 19 Discard: 0 Buried: 0
Hero Points: 0
Mythic Charges: 7/7
Reroll last used: 1-6E/Hero Point last used:1-6Cx2
NOTES:
Available Support: Blessings are available for use. / Local character takes 2 less from fire,poison, ranged combat
Middle of Deck (Unknown Order): Lost Soul L3, Elyana, Mendevian Crusader, w1Vampiric Backsword +3, Blessing of the Elements, Dreamstalker, Rodrick, Blessing of Achaekek, w3Corrosive Backsword +4, Gravewatcher Chain Mail, Belt of Physical Might, Ring of Regeneration, Sorrowsoul, Blessing of Nocticula, Blessing of Droskar, Crystal Ball, Rodrick, w4Shadowless Sword
Recharged: Heister,
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) (☑ or 3 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 (☐ 1d12) if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☑ or to a character at your location) by 1 (☑ 2) (☐ 3).
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
☑ When a monster encountered by a character at your location is undefeated (☑ or when you defeat a monster), display a monster from the box next to displayed devil form.
[u]Summary[/u]
Player Hands
Current Location: Paradise Hill
Acquired: Blessing of Inheritor (assuming henchman defeated)
Banished: cards at Paradise Hill
Examined: None
Random Card(s) Used: Blessing 1-5, Item 1
Displayed: Elixer next to Radovan
Other Player(s) Resources Used: None
Actions needed by other Player(s): Amiri, Mavaro, and Grazzle need to defeat henchman; Grazzle gets 1d12 from Heister ally and 1d8 from banner of valor

Amiri the Mighty |

Off turn, healed 2: (Blessing of Cayden Cailean, Mountaineer). Deck shuffled.
Pazuzu, choose Fortitude. 7 charges. Expend a charge. Bury discarded Viking Shieldmaster to rage. Discard BotDH to double bless.
Fort 25: 1d20 + 5 + 7 + 1d8 + 5 + 2d8 ⇒ (16) + 5 + 7 + (8) + 5 + (4, 1) = 46 Success!

Marvy to his friends |

knowledge 25 vs Pazuzu's Host displaying Embiggen, revealing a book to reveal chronicler, revealing spellbook, spending a mythic charge: 1d20 + 1d10 + 1d8 + 11 ⇒ (2) + (2) + (2) + 11 = 17
hero point: 1d20 + 1d10 + 1d8 + 11 ⇒ (18) + (2) + (2) + 11 = 33
Regain a mythic charge.

Grimsnik's Grazzle |

acro 25: 1d20 + 1d8 + 1d4 ⇒ (4) + (6) + (3) = 13 acro 25: 1d20 + 1d8 + 1d4 ⇒ (20) + (6) + (4) = 30 1d12 from Heister ally and 1d8 from banner of valor. mythic point

BR AAUGHWHY |
The When Perm Closed effect of Paradise Hill is draw a non basic ally from the box, not blessing. The card Radovan should have drawn is actually:
Ally
Traits: Human Warrior
To Acquire: Strength Melee 12 THEN Charisma Diplomacy 12
Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead. Discard this card to draw all the weapons from your discard pile, then explore your location.
During This Adventure: Useful Info (Includes Player Hands and Loot)
The servitor demon is the henchman Favored of Deskari
Henchman
Type: Monster
Traits: Outsider Vermin Demon Barbarian Mythic
To Defeat: Combat 35
The Favored of Deskari is immune to the Electricity and Poison traits. If your check to defeat has the Attack trait, expend a mythic charge. If you succeed at the check to defeat, reroll the dice; take the new result. If defeated, you may immediately attempt to close the location this henchman came from.
During This Scenario: To play this scenario, characters must have gained the reward from the Season of the Righteous Adventure Path.
The servitor demon is the henchman Favored of Deskari.
Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
At the end of a turn, if Gate of the Worldwound is temporarily closed, summon and build the location Eagle Rock and shuffle the villain Pazuzu into its deck.
To win the scenario, defeat and corner Pazuzu.
Display the Troop: Champions of Mendev
Mythic Medal of Valor: Melee: Strength + 5
Mythic Medal of Agility: Ranged: Dexterity + 5
Mythic Medal of Vigor: Fortitude: Constitution + 5
Mythic Medal of Clarity: Knowledge: Intelligence + 5
Mythic Medal of Spirit: Divine: Wisdom + 5
Mythic Medal of Command: Arcane: Charisma + 5
Additional Rules:
Villain
Type: Monster
Traits: Aristocrat Deity Demon Mythic Outsider
To Defeat: Combat 50 THEN Combat 60 THEN Combat 70
Pazuzu is immune to the Cold, Electricity, Mental, and Poison traits. Before you act, each character must attempt a Constitution, Fortitude, or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck. If a check to defeat does not have the Mythic trait, the difficulty is increased by 10. If undefeated, expend your mythic charges and banish your mythic path card.
Henchman
Type: Barrier
Traits: Army Demon Mythic Skirmish
To Defeat: Acrobatics Arcane Fortitude Knowledge Perception Ranged 25
Pazuzu's Host is immune to the Electricity and Poison traits. Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated. If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location. If defeated, you may immediately close the location this henchman came from.
Henchman
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. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 7
Turn: 10, Amiri/eddiephlash
Monsters
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Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
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Monster 5
Traits:
Outsider
Demon
To Defeat:
Combat 25
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.
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Monster 5
Traits:
Outsider
Fiend
To Defeat:
Combat 21
The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.
Bred for battle, these swift, deadly fiends serve as grunts in demonic armies_
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
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_
Barriers
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Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
WotR
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 14
OR Disable 11
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 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 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.
WotR
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
Weapons
WotR
Weapon 4
Traits:
Axe
Melee
Slashing
2-Handed
Magic
Corrupted
Veteran
To Acquire:
Strength
Melee 12
For your combat check, recharge this card to use your Strength or Melee skill + 1d12 plus the scenario's adventure deck number. If proficient with weapons, you may additionally discard this card to add your Strength die and the Acid trait. If the bane has the Plant or Vermin trait, add an additional 1d12. If this card has the Corrupted trait, after the encounter, roll 1d8; on a 1, banish this card, then summon and encounter the henchman Fiendish Tree.
WotR
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic
To Acquire:
Strength
Melee
Arcane
Divine 16
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.
WotR
Weapon 4
Traits:
Pick
Melee
Piercing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.
WotR
Weapon 5
Traits:
Bow
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.
WotR
Weapon 5
Traits:
Scythe
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 6.
Spells
WotR
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 12
Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
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 5
Traits:
Magic
Arcane
Veteran
To Acquire:
Intelligence
Arcane 14
Display this card next to a location; if you play this card during a check, you may play another spell on the check. While displayed, when any character at that location encounters a bane that has the Demon trait, add the scenario's adventure deck number to any check against that bane; characters at that location ignore the bane's immunities.
At the end of your turn, if you do not have have Arcane skill, banish this card; otherwise, you may attempt an Arcane 16 check. If you succeed, recharge this card; if you fail, discard it.
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 5
Traits:
Magic
Arcane
Divine
Attack
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.
Armors
WotR
Armor 5
Traits:
Heavy Armor
Magic
Mythic
To Acquire:
Constitution
Fortitude 13
Recharge this card to add your number of mythic charges to your non-combat Dexterity, Wisdom, Constitution, or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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
Healing
To Acquire:
Constitution
Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Acrobatics 9
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Items
WotR
Item 3
Traits:
Accessory
Magic
Divine
Mythic
To Acquire:
Divine 11
Before you attempt a Divine check against a monster, bury this card to get a mythic charge.
After playing this card, you may succeed at a Divine 16 check to recharge this card instead of burying it.
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 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:
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 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic
To Acquire:
Dexterity
Ranged 12
If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.
Allies
WotR
Ally 5
Traits:
Halfling
Cleric
To Acquire:
None 0
To acquire this card, summon and defeat the henchman Stringy Fiend.
Bury this card and choose a character at your location to shuffle 1d4+2 random cards from his discard pile into his deck.
Discard this card to explore your location. If the top card of the blessings discard pile has the Iomedae trait, you may recharge this card instead of discarding it.
WotR
Ally 1
Traits:
Human
Fighter
To Acquire:
Charisma
Diplomacy 7
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.
WotR
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 9
Discard this card to give any number of cards to another character.
Discard this card to explore your location.
WotR
Ally 6
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 15
OR Combat 30
At the start or end of your turn, discard this card to move yourself and 1 other character from your location to another location.
Discard this card to explore your location. For each of your mythic charges, add 2 to your combat checks during this exploration.
WotR
Ally 4
Traits:
Human
Warrior
To Acquire:
Strength
Melee 12
THEN Charisma
Diplomacy 12
Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.
Blessings
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.
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.
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 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Hours Remaining: 5
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 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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of the Inheritor
WotR
Blessing 6
Traits:
Divine
Iomedae
To Acquire:
Charisma 12
OR Divine 9
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
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.
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: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Mavaro/Bigguyinblack, Pazuzu's Host
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
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
Spell 4
Traits:
Magic
Divine
Attack
Fire
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
WotR
Monster 6
Traits:
Outsider
Vermin
Mythic
To Defeat:
Combat 24
OR Wisdom
Divine 18
The Apocalypse Locust is immune to the Electricity and Poison traits. All damage deal by the Apocalypse Locust is Poison damage. You may not ignore the Corrupted trait on cards during this encounter.
Before you act, each other character at your location summons and encounters an Apocalypse Locust.
A tortured human soul was fused into this form… so it could torture others_
WotR
Monster 5
Traits:
Undead
Ghoul
To Defeat:
Combat 23
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Location #2: Gate of the Worldwound
Closed
At This Location: When you encounter a bane that has the Demon trait, recahrge a card and flip this card.
When Permanently Closed: This location is never permanently closed.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: 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
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
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
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
Monster 4
Traits:
Undead
Incorporeal
To Defeat:
Combat 22
The Greater Shadow is immune to the Mental and Poison traits.
If the check to defeat has the Basic or Elite trait, the Greater Shadow is undefeated.
When you are dealt damage by the Greater Shadow, you must first choose blessings to discard as your damage, if you have any.
Negative energy and devoured souls increase its size_
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
Barrier 6
Traits:
Trap
Alchemical
To Defeat:
None
Display this barrier faceup next to your location; the barrier is undefeated.
While displayed, when a character at that location plays a boon, each other character who can play a boon of the same type does so. When a character at that location rolls a die, treat odd rolls as 1 and even rolls as the highest number on that die.
When that location deck has no cards remaining, banish this barrier.
WotR
Spell 4
Traits:
Magic
Divine
Attack
Fire
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Location #3: Watchtower
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amiri/eddiephlash, None
Location #4: Paradise Hill
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/Zalarian, Grazzle/Grimsnik, None
Location #5: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #6: Eagle Rock
At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
When Closing: Summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
WotR
Monster 6
Traits:
Demon
Vermin
Mythic
To Defeat:
Combat 28
THEN Combat 30
The Worldwound Grub may not be evaded. It is immune to the Electricity and Poison traits.
If undefeated, display this card next to your deck; while displayed, you encounter this card as your first exploration each turn.
After you act, each character at your location is dealt 2d4 Force damage.
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
Barrier 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
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
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.
None
Villain B
Type: Monster
Traits:
Aristocrat
Deity
Demon
Mythic
Outsider
To Defeat:
Combat 50
THEN Combat 60
THEN Combat 70
Pazuzu is immune to the Cold, Electricity, Mental, and Poison traits.
Before you act, each character must attempt a Constitution, Fortitude, or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck.
If a check to defeat does not have the Mythic trait, the difficulty is increased by 10.
If undefeated, expend your mythic charges and banish your mythic path card.
WotR
Ally 5
Traits:
Vermin
Swarm
Mythic
To Acquire:
None 0
To acquire this card, each character summons and encounters the henchman Vescavor Swarm. If all the henchmen are defeated by at least 10, you acquire this card.
Display this card and take a number of mythic charges equal to your charges from the box and put them on this card. While displayed, each character may expend any number of these charges a if they were her own this turn. At the end of the turn, shuffle this card into a random open location deck.

Radovan 12789 |

Grabbed blessing rather than ally..updated hand:
"
Hand: Pit Gladiator, Sunsword, Armor of Skulls, Blessing of Deskari, Blessing of the Vaultmaster, Evangelist,
Displayed: Nahyndrian Elixer, Banner of Valor, Fell Viridio, Norge, Elder Fire Dragon L6, Quang,
Deck: 19 Discard: 0 Buried: 0
Hero Points: 0
Mythic Charges: 7/7
Reroll last used: 1-6E/Hero Point last used:1-6Cx2
NOTES:
Available Support: Blessings are available for use. / Local character takes 2 less from fire,poison, ranged combat
Middle of Deck (Unknown Order): Belt of Physical Might, Sorrowsoul, Dreamstalker, Ring of Regeneration, Rodrick, Elyana, Blessing of Nocticula, w4Shadowless Sword, Blessing of Achaekek, Mendevian Crusader, w1Vampiric Backsword +3, Blessing of Droskar, Rodrick, Gravewatcher Chain Mail, Crystal Ball, w3Corrosive Backsword +4, Lost Soul L3, Blessing of the Elements
Recharged: Heister,
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) (☑ or 3 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 (☐ 1d12) if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☑ or to a character at your location) by 1 (☑ 2) (☐ 3).
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
☑ When a monster encountered by a character at your location is undefeated (☑ or when you defeat a monster), display a monster from the box next to displayed devil form.

Amiri the Mighty |

Start turn. Hour is Sifkesh. Move to Eagle Rock. Explore card 1: Toad Demon. Reveal and discard Flaming sword. 6 charges.
Combat 28: 1d12 + 5 + 1d8 + 3 + 6 + 2d6 ⇒ (8) + 5 + (8) + 3 + 6 + (2, 6) = 38 Success!
Discard Pit Gladiator to draw Flaming sword and explore card 2: Worldwound Grub. First combat, reveal Flaming longsword. 6 charges. Reload Mournful razor to add its level.
Combat 28: 1d12 + 5 + 1d8 + 3 + 6 + 6 ⇒ (10) + 5 + (3) + 3 + 6 + 6 = 33 Success
Second combat, Reveal flaming longsword. 6 charges. Bury Shocking lance to rage.
Combat 30: 1d12 + 5 + 1d8 + 3 + 6 + 1d8 + 5 ⇒ (11) + 5 + (6) + 3 + 6 + (8) + 5 = 44 Success
Reload spear to ignore AYA damage.
Discard Mighty Steed to move to Celestial Beacon and explore Card 1: Henchman Proxy A1: Pazuzu's Host. Choose Fort for myself. 6 charges, expend 1. Bury Mighty Steed to rage.
Fort 25: 1d20 + 5 + 6 + 1d8 + 5 ⇒ (12) + 5 + 6 + (2) + 5 = 30 Success!
Pausing for the others to complete their PH checks.

Marvy to his friends |

During Radovan's turn reveal The Missing Eye to place Staff of Dark Flame on top of my deck. Auto recharge Embiggen.
Asking Grazzle to recharge Desna's Freedom.
knowledge 25 vs Pazuzu's Host revealing a book to reveal chronicler, revealing spellbook, blessed by Desna: 2d8 + 1d6 + 1d4 + 12 ⇒ (1, 3) + (4) + (1) + 12 = 21
hero point: 2d8 + 1d6 + 1d4 + 12 ⇒ (5, 1) + (5) + (4) + 12 = 27

Grimsnik's Grazzle |

Auto-fail arcane 25
combat 50: 1d8 + 7 + 1d20 + 6 + 3d6 + 2 + 1d6 ⇒ (8) + 7 + (19) + 6 + (3, 1, 4) + 2 + (2) = 52 Ice Strike, Lyrune-quah Truthspeaker, Sands of the Hour. Spending mythic point. Heal the two cards in my discard pile for Lyrune-quah

Radovan 12789 |

Use a mythic charge, discard blessing of the vaultmaster and reveal Evangelist
Perception Check via Norge DC 25: 1d10 + 3 + 7 + 2d8 + 1 ⇒ (6) + 3 + 7 + (5, 5) + 1 = 27 Success; gain mythic charge back and Grazzle gains a mythic charge

Amiri the Mighty |

I gained back a charge for defeating the PH. Celestial Beacon closed! Recharge blessing: Blessing of the Drunken Hero. Recharge Skyplate to move to Eagle Rock. End turn, reset hand, recharging Expeditious Chain Mail and drawing 5.
Hand: Flaming Longsword +3, Skirmishing Spear, Mournful Razor, Improvised Boulder, Blancher, Greatclub +3,
Displayed:
Deck: 13 Discard: 2 Buried: 6
Current Location: Eagle Rock
Hero Points: 8
Mythic Charges: 6
Shirt Reroll: Available
NOTES:
Other: Ready to Avenge. Can spend 5 charges to auto close my location
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
Role: Smashmouth
Favored Card: Melee Weapon
Hand Size: 4 ☑ 5 ☑ 6
Proficiencies:
Weapons
POWERS:
On your Strength check or your check against a monster (☑ or barrier), 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.
When you suffer damage from a bane (☑ before or) after acting, you may recharge a weapon to reduce the damage to 0.
[x] On your Melee combat check, you may reload a weapon to add its level.
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 Amiri's turn reveal The Missing Eye to place Spirit Surge on top of my deck.
Blessing of Ascension in effect. Reveal The Missing Eye to use Helpful Haversack (Core) to draw Spirit Surge. Reveal The Missing Eye to place mbiggen on top of my deck.
Move to Eagle Rock.
Cast Locate Object (Core). Encounter card 3 Horn of Assured Victory.
WotR
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.
Display Spirit Surge to draw 3 cards: Embiggen, Staff of Dark Flame, and Blessing of the All-Seeing Eye. Reveal The Missing Eye to place Elemental Brass Mail on top of my deck. Auto acquire Horn of Assured Victory using knowledge. Take my free explore.
random from the top: 1d6 ⇒ 1
WotR
Monster 6
Traits:
Demon
Vermin
Mythic
To Defeat:
Combat 28
THEN Combat 30
The Worldwound Grub may not be evaded. It is immune to the Electricity and Poison traits.
If undefeated, display this card next to your deck; while displayed, you encounter this card as your first exploration each turn.
After you act, each character at your location is dealt 2d4 Force damage.
Reveal The Missing Eye to place Blessing of Cayden Cailean on top of my deck. Display Embiggen.
combat 28 revealing The Missing Eye using knowledge for strength, revealing The Missing Eye to add 1d6 +# and the cold trait, add 1d6 and reveal The Missing Eye to avoid the 1 mental damage, add 1d6 +# vs demon, reveal a book to reveal chronicler, reveal binder's tome, aided by Embiggen: 1d12 + 1d12 + 1d10 + 1d10 + 1d10 + 1d10 + 1d8 + 27 ⇒ (2) + (12) + (9) + (4) + (7) + (8) + (5) + 27 = 74
combat 30 revealing The Missing Eye using knowledge for strength, revealing The Missing Eye to add 1d6 +# and the cold trait, add 1d6 and reveal The Missing Eye to avoid the 1 mental damage, add 1d6 +# vs demon, reveal a book to reveal chronicler, reveal binder's tome, aided by Embiggen: 1d12 + 1d12 + 1d10 + 1d10 + 1d10 + 1d10 + 1d8 + 27 ⇒ (3) + (9) + (2) + (4) + (8) + (1) + (7) + 27 = 61
Gain a mythic charge. Discard Blessing of the All-Seeing Eye to examine the next 2 cards.
random from the top: 1d5 ⇒ 1 Card 4 Groaning Gate
random from the top: 1d4 ⇒ 3 Card 7 Pazuzu
Place Groaning Gate on the bottom. Place Pazuzu on top. Then explore.
None
Villain B
Type: Monster
Traits:
Aristocrat
Deity
Demon
Mythic
Outsider
To Defeat:
Combat 50
THEN Combat 60
THEN Combat 70
Pazuzu is immune to the Cold, Electricity, Mental, and Poison traits.
Before you act, each character must attempt a Constitution, Fortitude, or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck.
If a check to defeat does not have the Mythic trait, the difficulty is increased by 10.
If undefeated, expend your mythic charges and banish your mythic path card.
Before you act, each character must attempt a Constitution, Fortitude, or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck. Bury Horn of Assured Victory to add 1d4 on all checks vs Pazuzu including other party member's checks. Radovan's Banner is also here.
BYA constitution 23 using knowledge, revealing a book to reveal chronicler, revealing spellbook, aided by horn, aided by Banner, aided by Embiggen: 1d12 + 1d10 + 1d8 + 1d8 + 1d12 + 13 ⇒ (3) + (10) + (5) + (7) + (12) + 13 = 50
combat 50 +10 revealing The Missing Eye using knowledge for strength, add 1d6 and reveal The Missing Eye to avoid the 1 mental damage, add 1d6 +# vs demon, add 2d6 vs an outsider, reveal a book to reveal chronicler, aided by the horn, aided by banner, aided by Embiggen: 1d12 + 1d12 + 1d10 + 1d10 + 2d10 + 1d10 + 1d8 + 1d12 + 21 ⇒ (8) + (3) + (9) + (4) + (5, 6) + (10) + (3) + (9) + 21 = 78
combat 60 +10 revealing The Missing Eye using knowledge for strength, add 1d6 and reveal The Missing Eye to avoid the 1 mental damage, add 1d6 +# vs demon, add 2d6 vs an outsider, reveal a book to reveal chronicler, aided by the horn, aided by banner, aided by Embiggen: 1d12 + 1d12 + 1d10 + 1d10 + 2d10 + 1d10 + 1d8 + 1d12 + 21 ⇒ (9) + (8) + (2) + (8) + (2, 7) + (7) + (8) + (6) + 21 = 78
combat 70 +10 revealing The Missing Eye using knowledge for strength, add 1d6 and reveal The Missing Eye to avoid the 1 mental damage, add 1d6 +# vs demon, add 2d6 vs an outsider, reveal a book to reveal chronicler, aided by the horn, aided by banner, aided by Embiggen, and spend all 8 of my charges because why not: 1d20 + 1d20 + 1d20 + 1d20 + 2d20 + 1d20 + 1d8 + 1d20 + 13 ⇒ (2) + (15) + (20) + (11) + (12, 17) + (3) + (2) + (8) + 13 = 103
And one overpowered sword to rule them all. Pazuzu is slain.

BR AAUGHWHY |
Completed Scenario 1-P: Dread Lord Rising
Scenario Reward:
Each player unlocks the ability to choose the mythic path Shield of Iomedae or Sword of Iomedae for 1 of his characters that plays the Season of the Righteous Adventure Path.
WOTR - 5
Add your number of mythic charges to your Dexterity, Constitution, or Intelligence check. Then you may expend 1 or more charges. If you do, you may draw a random card from your discard pile, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
If you expend 5 or more charges on a single check, each character gets a charge.
The Lady of Valor chooses only the most stalwart of defenders to become her Shield of Iomedae. such a herald must be ready to stand between an army of raveners and a helpless farmer, ensuring that the farmer's land is safe from harm. Before you is one of the greatest challenges of the mortal realm: holding back the onslaught of thousands of demons. If Iomedae has her way, the end of the Mendeveian Crusade is in sight. For the forces of evil to triumph, they will have to get through you.
WOTR - 5
Add your number of mythic charges to your Strength, Wisdom, or Charisma check. Then you may expend 1 or more charges. If you do, ignore effects that increase the difficulty of the check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
If you expend 5 or more charges on a single check, each character gets a charge.
The glint off the blade of a Sword of Iomedae reflects the powerful divine energy of the Lady of Valor. There are legions of chaos to be vanquished, and since they will not all meet you on your holy ground, you must take the fight to them. Even if outnumbered and on a hostile plane, your sword strikes true. Of all the foes that the goddess has made over the years, the demon lords of the Abyss are the most dogged in their pursuit of blood. If it's blood they want, it's blood they will get.
Development:
A weary Queen Galfrey beckons you to her side and thanks you for your service. With the Worldwound closed and the demon lords trapped on the other side of the rift, there should be peace in Golarion.
“Truly, you have been gifted by the goddess,” she says. “As long as you are here, the forces of the Abyss will not return to this place. We may face minor incursions, but the war is over. You have ended it. You have my thanks, and the thanks of my people.”
With that, you wonder what lies ahead. For now, you will rest. In the morning, you will watch for even greater threats. Just once, it would be nice not to have to watch for even greater threats.
Best get to sleep—morning is coming soon.
Acquired Cards:
Pit Gladiator (Ally 4)
Eliandra (Ally 6)
Merchant Lord (Ally 4)
Mendevian Crusader (Ally B)
Expeditious Chain Mail (Armor 4)
Nahyndrian Elixer (Item 2)
Amulet of the Planes (Item 6)
Horn of Assured Victory (Item 2)
Knight's Pennon (Item 2)
Unearthly Aim (Spell 2)
Sunsword (Weapon 6)
Skirmishing Spear (Weapon 3)
Shocking Lance +1 (Weapon 3)
Unholy Aspergillum +3 (Weapon 2)