[ACG] Season of the Righteous - EmpTyger (Inactive)

Game Master EmpTyger

Adventure Path Completed!

  • Mother Myrtle/Bigguyinblack
  • Erasmus/Abraham Z.
  • Merisiel/Nathan Davis
  • Crowe/MauveAvengr

Loot:
Scale of Disguise
Spoiler:
Loot Item 1

Traits:
Object
Magic
Terendelev

Recharge this card to add 1 to your non-combat check, or 2 to your non-combat Charisma, Diplomacy, or Stealth check.


Sacred Prism
Spoiler:
Loot Item B

Traits:
Object
Divine
Alchemical

Recharge this card to add the Magic trait to any check by a character at your location.
Bury or banish this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury or banish this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.


Banner of Valor
Spoiler:
Loot Item 2

Traits:
Object
Magic
Iomedae

Display this card next to a location. While displayed, add 1d8 to checks against banes that have the Demon trait by characters at that location. On closing that location, add this card to your hand.
Recharge this card to recharge a card that has the Iomedae trait from your discard pile.


Soulshear
Spoiler:
Loot Weapon 2

Traits:
Polearm
Melee
Slashing
2-Handed
Magic
Corrupted

For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result. If you reroll the dice and this card has the Corrupted trait, roll 1d12; on a 1, summon and defeat this adventure's servitor demon or shuffle Soulshear into your location deck.


Scale of Sacred Weaponry
Spoiler:
Loot Item 1
Traits:
Object
Magic
Terendelev

Recharge this card to add 1 to your combat check, or 2 if you played a weapon on this check.


Black Robe
Spoiler:
Loot Item 3

Traits:
Accessory
Magic
Corrupted

Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.


Fiendsplitter
Spoiler:
Loot Weapon 3

Traits:
Axe
Melee
Slashing
2-Handed
Magic
Torag

For your combat check, reveal this card to use your Strength or Melee skill + 1d12+1; you may additionally discard this card to add your Strength die. You may recharge a card that has the Torag trait to add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card to examine the top card of your location deck; if it does not have the Demon trait, shuffle your location deck.


Spherewalker Staff
Spoiler:
Loot Item 3

Traits:
Staff
Magic
Desna
Owner: Arueshalae

During your move step, reveal this card and discard a card that has the Desna trait or a spell to allow any number of characters at your location to move; ignore movement restrictions.
Reveal this card and recharge a card that has the Desna trait or a spell to ignore a location's trait until the end of the turn.


Starbow
Spoiler:
Loot Weapon 3

Traits:
Bow
Ranged
Piercing
2-Handed
Magic
Desna
Owner: Arueshalae

For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally discard this card to add another 1d8 and ignore the bane's immunities for your check. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 plus the number of cards that have the Desna trait in your hand to any combat check at another location.


Swallowtail Bracers
Spoiler:
Loot Item 3

Traits:
Accessory
Magic
Desna
Owner: Arueshalae

Reveal this card to add 1 to your non-combat check.
When a character at your location plays a boon that has the Desna trait on a check, recharge this card to add 1 die to that check.


Transmogrify
Spoiler:
Loot Spell 4

Traits:
Magic
Arcane
Divine
Attack

When a character at your location encounters a monster, display this card next to that monster. While displayed, the difficulty of checks to defeat that monster is decreased by your Arcane or Divine skill + 1d6.
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 16 check. If you succeed, recharge this card; if you fail, discard it.


Blessing of Abraxas
Spoiler:
Blessing B

Traits:
Divine
Abraxas
Corrupted

To Acquire:
Arcane 7
OR
Divine 5

Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check. Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.


Blessing of Baphomet
Spoiler:
Blessing B

Traits:
Divine
Baphomet
Corrupted

To Acquire:
Melee 7
OR
Divine 5

Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.


Blessing of Shax
Spoiler:
Blessing B

Traits:
Divine
Shax
Corrupted

To Acquire:
Combat 9
OR
Divine 5

Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.


Blessing of Deskari
Spoiler:
Blessing 1

Traits:
Divine
Deskari
Corrupted
Veteran

To Acquire:
Survival 7
OR
Divine 5

Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.


Blessing of Sifkesh
Spoiler:
Blessing 5

To Acquire:
Bury any card
OR
Divine 5

Traits:
Divine
Sifkesh
Corrupted

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 Xoveron
Spoiler:
Blessing 5

Traits:
Divine
Xoveron
Corrupted

When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.


Blancher
Spoiler:
Loot Weapon 4

Traits:
Pick
Melee
Piercing
2-Handed
Magic

For your combat check, reveal this card to use your Strength or Melee skill + 2d6+4; you may additionally discard this card to add another 2d6. If any d6 rolled on this check is a 6, count it as a 7. If a monster has an effect that increases the difficulty of this check, ignore that effect.


Blessing of Nocticula (x2)
Spoiler:
Loot Blessing 4

Traits:
Divine
Nocticula
Corrupted
Veteran

Discard this card to add 1 die to any check.
Discard this card to add 2 dice plus the scenario's adventure deck number to your check; if the top card of the blessings discard pile does not have the Corrupted trait, remove this card from the game instead of discarding it.
When this card would be banished, remove it from the game instead.


Firebow
Spoiler:
Loot Weapon 4

Traits:
Bow
Ranged
Piercing
2-Handed
Fire
Magic
Mythic

For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 4; you may additionally recharge this card to add another 2d6. You may expend a mythic charge to ignore a bane's immunity to the Fire trait on the check. If not proficient with weapons, the difficulty of the check is increased by 4.
If proficient with weapons, you may discard this card to add 1d6+2 and the Fire trait to a combat check by a character at another location.


Scale of Cloudwalking
Spoiler:
Loot Item 1

Traits:
Object
Magic
Terendelev

At the end of your turn, recharge this card to move.


Amulet of the Abyss
Spoiler:
Loot Item 5

Traits:
Accessory
Magic
Divine
Corrupted
Mythic

If this card has the Corrupted trait, bury a blessing or you may not play this card.
Reveal this card to reduce Electricity, Poison, Acid, Cold, or Fire damage dealt to you by 4.
Recharge this card to add 1d20 to your check to defeat a monster that has the Minotaur or Mythic trait.


Blessing of Pulura
Spoiler:
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.


Chalice of Ozem
Spoiler:
Loot Item 5

Traits:
Object
Magic
Divine
Iomedae

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, recharge this card.
Bury this card to get 2 mythic charges.


Dawnflower's Kiss
Spoiler:
Loot Weapon 5

Traits:
Sword
Melee
Magic
Divine
Sarenrae

For your combat check, reveal this card to roll your Strength or Melee die + 1d8+4; you may recharge a blessing to add 1d8 and the Fire trait, or 2d6 and the Fire trait if the blessing has the Sarenrae trait. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card and expend a mythic charge to add 1d20 and the Fire trait to a combat check at another location.


Stole of the Inheritor
Spoiler:
Loot Armor 5

Traits:
Light Armor
Magic
Divine
Healing
Iomedae
Clothing

Reveal this card to reduce damage dealt to you by 2, or by 4 if dealt by a bane that has the Demon trait.
Reveal this card and bury a blessing that has the Iomedae trait to allow a character at your location to shuffle 1d4+4 random cards from his discard pile into his deck.
If proficient with light armors, you may recharge this card when you reset your hand.


Mournful Razor
Spoiler:
Loot Weapon 6

Traits:
Knife
Melee
Slashing
Finesse
Magic
Mythic

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


Robe of the Rifts
Spoiler:
Loot Item 6

Traits:
Clothing
Attack
Magic
Corrupted
Mythic

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


Deskari's Tooth
Spoiler:
Loot Weapon 6
Traits:
Knife
Ranged
Piercing
Magic
Mythic

For your combat check, reveal this card to use your Dexterity or Ranged skill + 3d4+6; you may additionally expend a mythic charge to add another 1d20 and the Acid or Poison trait.
When playing another weapon, you may discard this card to add 2d4+2 and the Acid or Poison trait to your combat check.
After you draw the last card of your deck, bury this card to shuffle 5 random cards from your discard pile into your deck.


Summoned Henchmen:
Ash Giant Thug
Spoiler:
Monster Henchman 4

Traits:
Giant
Barbarian

To Defeat:
Combat 27
OR
Arcane/Divine 18

The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.

No Ash Giant would willingly guard a portal to the Abyss. Thankfully, that's not a problem.


Blood Demon
Spoiler:
Monster Henchman 2

Traits:
Outsider
Demon
Servitor

To Defeat:
Combat 17

The Blood Demon is immune to the Electricity and Poison traits.
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.


Brimorak
Spoiler:
Monster Henchman B

Traits:
Outsider
Demon
Veteran

To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits.
The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number.
All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.


Corrupted Soldier
Spoiler:
Monster Henchman B

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.


Cultist of Baphomet
Spoiler:
Monster Henchman B

Traits:
Human
Cleric
Cultist
Veteran

To Defeat:
Combat 10

The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Cultist of Deskari
Spoiler:
Monster Henchman 1

Traits:
Human
Cleric
Cultist
Veteran

To Defeat:
Combat 10

The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number.
If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.


The Defiled One
Spoiler:
Monster Villain 4

Traits:
Outsider
Undead
Angel
Mythic

To Defeat:
Combat 28
THEN
Combat 28

The Defiled One may not be evaded and is immune to the Acid, Mental, and Poison traits.
If your check against The Defiled One has the Divine or Melee trait, each character at your location is dealt 1 Fire damage.
The first time each turn The Defiled One is undefeated, a random character summons and encounters The Defiled One; after that encounter, the villain is undefeated.


Demonic Platoon
Spoiler:
Barrier Henchman 2

Traits:
Army
Skirmish
Demon

To Defeat:
Combat 19
OR
Arcane/Knowledge/Divine/Perception/Diplomacy 11

The Demonic Platoon is immune to the Electricity and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, discard the top 4 cards of the Blessings deck, then search this henchman's location deck and banish all the boons. Shuffle this henchman into a random open location deck.
If defeated, you may immediately close the location this henchman came from.


Demonling
Spoiler:
Monster Henchman B

Traits:
Outsider
Demon
Servitor

To Defeat:
Combat 8

The Demonling is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Perception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

Serving as a familiar is humiliating. If a demonling outlives his master, he'll seek others to humiliate.


Derakni
Spoiler:
Monster Henchman B

Traits:
Outsider
Demon

To Defeat:
Combat 13

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


Deskari
Spoiler:
Monster Villain 6

Traits:
Deity
Outsider
Demon
Vermin
Aristocrat
Mythic

To Defeat:
Combat 66
THEN
Combat 66
THEN
Combat 66

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

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


Devastator
Spoiler:
Monster Henchman 6

Traits:
Construct
Mythic

To Defeat:
Combat 40

The Devastator may not be evaded and is immune to the Acid, Cold, Electricity, Fire, Mental, and Poison traits.
While you act, characters may not expend mythic charges, and damage dealt by the Devastator is dealt to each character at your location. Armors may not be buried or banished to reduce this damage.


Favored of Deskari (SERVITOR)
Spoiler:
Monster Henchman 6
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.


Fiendish Minotaur
Spoiler:
Monster Henchman B

Traits:
Outsider
Demon
Minotaur
Veteran

To Defeat:
Combat 12

The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number.
Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.


Fiendish Tree
Spoiler:
Monster Henchman B

Traits:
Plant
Demon
Veteran

To Defeat:
Combat 13

The difficult to defeat is increased by twice the scenario's adventure deck number.
The Fiendish Tree is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.


Harvester
Spoiler:
Monster Henchman 4

Traits:
Outsider

To Defeat:
Combat 27

The Harvester is immune to the Poison trait. If the check to defeat has the Electricity trait, add 1d8.

Damage dealt by the Harvester is dealt to each character at your location.

Before you act, each character at another location must succeed at a Strength 12 check or move to your location.

When a demon lord needs to guard a defiled angel, he usually chooses something decidedly non-angelic.[/i]


Ivory Templar
Spoiler:
Monster Henchman 3

Traits:
Human
Paladin

To Defeat:
Combat 20

If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.
If undefeated, before taking damage, recharge your hand and reset it.
If defeated, you may immediately attempt to close the location this henchman came from.


Khorramzadeh
Spoiler:
Monster Villain B

Traits:
Outsider
Demon
Mythic

To Defeat:
Combat 50
THEN
Combat 50

Khorramzadeh may not be evaded and is immune to the Electricity, Fire, and Poison traits.
Before you act, each character at your location attempts a Constitution or Fortitude 12 check. Each character that fails is dealt 2d4 Fire damage and moves to a random location.
If you fail a check to defeat Khorramzadeh, you die.
If defeated, Khorramzadeh deals 2d4 Fire damage to each character at your location.


Labyrinth Minotaur
Spoiler:
Monster Henchman 5

Traits:
Outsider
Minotaur

To Defeat:
Combat 28

If this is the first exploration of your turn, before you act, each other character at your location attempts a Stealth or Survival 10 check. Characters that fail are dealt 1d4+1 Combat damage and move to a random location.
If undefeated, recharge your hand, then summon and build the location Middle of Nowhere and move to it.
If defeated, you may immediately attempt to close the location this henchman came from.


Lust Demon
Spoiler:
Monster Henchman 4

Traits:
Outsider
Demon

To Defeat:
Combat 20

The Lust Demon is immune to the Electricity, Fire, and Poison traits.
Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
If undefeated, the Lust Demon deals no damage; instead, bury an ally, or if you have no allies, bury your hand.


Mongrel Traitor
Spoiler:
Monster Henchman 1

Traits:
Mongrel
Soldier

To Defeat:
(See Below)

The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
If undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.


Ommors
Spoiler:
Monster Villain 3

Traits:
Fiend
Outsider

To Defeat:
Combat 28

Ommors is immune to the Acid and Poison traits.
You may banish an ally to evade Ommors.
Before you act, succeed at a Constitution or Fortitude 8 check or bury any cards you would discard during this encounter.
After you act, discard 2 cards from your hand or from your deck.


Ravener Terendelev
Spoiler:
Monster Henchman 6

Traits:
Undead
Dragon
Mythic

To Defeat:
Combat 30
THEN
Combat 35

Ravener Terendelev is immune to the Acid, Cold, Mental, and Poison traits. If your check has the Divine or Fire trait, add 1d12.
Before you act, each character at your location must expend a mythic charge then attempt a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Cold damage; characters who fail are dealt 1d4 Cold damage.
While you act, characters at other locations cannot play cards or use powers.


Rift Demon
Spoiler:
Monster Henchman 6

Traits:
Outsider
Demon
Mythic

To Defeat:
Combat 30

The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure's servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card.


Shadow Demon
Spoiler:
Monster Henchman 3

Traits:
Outsider
Demon
Incorporeal
Servitor

To Defeat:
Combat 20

The Shadow Demon is immune to the Electricity and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows. Worry about the shadows." —Spymaster Anevia


Shamira
Spoiler:
Monster Henchman 4
Traits:
Outsider
Demon
Fire
Mythic

To Defeat:
Combat 40
OR
Charisma/Diplomacy 16

Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.

"It's not my job to deal with intruders. It's my job to discourage the existence of intruders." —Shamira


Treachery Demon
Spoiler:
Monster Henchman 5

Traits:
Outsider
Demon
Servitor

To Defeat:
Combat 24

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


Ulkreth
Spoiler:
Monster Henchman B

Traits:
Outsider
Demon

To Defeat:
Combat 16
OR
Acrobatics 12

The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits.
If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.


Vulture Demon
Spoiler:
Monster Henchman 4

Traits:
Outsider
Demon
Servitor

To Defeat:
Combat 19

The Vulture Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Constitution or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter.
If undefeated, each character at your location is dealt 1d4+1 Electricity damage.

If you still have entrails, it'll take care of that for you.


Wight
Spoiler:
Monster Henchman B

Traits:
Undead
Wight

To Defeat:
Combat 10
OR
Wisdom/Divine 8

The Wight is immune to the Mental and Poison traits.
Before you act, the Wight deals 1 Cold damage to a random character at your location; when that character is dealt damage, she buries those cards instead of discarding them.
If defeated, you may immediately attempt to close the location this henchman came from.


Summoned Locations:
Maze
Spoiler:
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0

Middle of Nowhere
Spoiler:
At This Location: You cannot play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do not discard that many cards from the blessings deck, you cannot move or be moved.
When Closing: This location is always closed; it cannot be opened.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0

Summoned Cohorts:
Aucinda Fermender
Spoiler:
Cohort 6

Traits:
Half-Orc
Rogue

When you encounter a bane, shuffle this card into an open location deck to evade that bane, then move to that location.
Put this card on top of your deck to move.
Put this card on top of your deck to examine the bottom card of any location deck.


Brutalized Flesh Golem
Spoiler:
Cohort 4

Traits:
Construct
Golem
Mythic

You may display this card.
While displayed, you may recharge this card to reduce damage other than Combat damage dealt to a character at your location to 0, or discard this card to explore your location; if you discard it, during this exploration, banish any boons you encounter and add 1d6 plus your number of mythic charges to your combat checks.
While displayed, at the end of your turn, if you have mythic charges, banish this card.

Party Tracker


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Deck Handler

Erasmus:
I think your spirit relatives power only adds pluses to your checks, not local checks.

The hour is that of Baphomet.

"I wonder if these Iomedaean folks would know where to find a demon summoner?" Kess wonders aloud as she strides through the barracks of the Inheritor alongside Sosiel and Erasmus. "Keep your friends close and your enemies closer, know what I mean?"

Free explore and encounter Padded Armor.

Fortitude (2) Check: 1d8 + 1 ⇒ (4) + 1 = 5 Auto-SUCCESS!

"Can't believe no one's using this!" Kess marvels moments later, sporting a well-broken-in suit of padded armour. "Not that it's any better than what I usually wear, mind you."

Alright, let's try this scenario rule. I will attempt to discard Fencer to explore again.

Is my Ally really a Demon?: 1d6 ⇒ 6 Nope! Encounter Giant Maggot Swarm. Ugh, this again. I have a boost to my combats thanks to the Fencer. Unfortunately, I have to encounter it twice, and Erasmus, once.

Suddenly, the padded armour begins wriggling on Kess' back. "My armour don't do that!" she wonders seconds before a swarm of abyssal maggots explodes from the padded shirt.

Discard Padded Armor for BYA Acid damage.

Combat (6) against summoned swarm: 1d10 + 3 + 1d12 + 1d4 ⇒ (4) + 3 + (12) + (2) = 21 Auto-SUCCESS! Heal Fencer. For the actual monster, discard Bronzed Leather for BYA Acid damage and draw a card - Straitjacket.

Combat (6/10) Check: 1d10 + 3 + 1d12 + 1d4 ⇒ (10) + 3 + (6) + (4) = 23 SUCCESS! And it isn't coming back. Heal Bronzed Leather. Discard Recruit to explore again.

Is my Ally really a Demon?: 1d6 ⇒ 2 Ack! Bury Recruit and summon Demonling.

Kess whips the ruined leather shirt off from around her shoulders and flings it away, but it sprouts wings and cackles at her, flying back with a menacing-appearing tail.

"Pretty princess, want a kiss?" it teases.

Kess growls.

I'm not worried about this BYA check.

BYA Wisdom (7) Check: 1d6 ⇒ 2 Auto-FAIL! DC increased by 3.

Combat (11) Check: 1d10 + 3 + 1d12 ⇒ (4) + 3 + (6) = 13 SUCCESS! Heal Padded Armor.

Kess dodges the venomous barbed tail with a boxer's precision, ducking and weaving until the flying demon thing gets a bit too close. WHAMMMM! It disappears in an unsatisfying puff of brimstone.

"You ok there, chum?" Kess glances over at Erasmus.

Kess wrote:

Hand: Fencer, Mattock, Magic Padded Armor, Straitjacket, Athlete,

Displayed:
Deck: 10 Discard: 0 Buried: 1
Hero Points: 0
NOTES:
Available Support: Fencer can let me take a local combat from someone else.
Movement: I'll head for the Temple of Iomedae next.
Other: Tshirt reroll: NOT USED

Deck, Discard, Buried:

Reloaded: Bronzed Leather, Iron Knuckles, Horn of Battle Clarity, Staff of Minor Healing, Retainer, Blessing of the Quartermaster, Blessing of Torag, Padded Armor,
Middle of Deck (Unknown Order): Bronzed Leather, Staff of Minor Healing, Blessing of Lamashtu, Blessing of the Quartermaster, Blessing of Torag, Guide, Padded Armor, Retainer
Recharged:
Discard Pile:
Buried Pile: Recruit,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +3
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Charisma +1

Role Card: None
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
X
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).


deck handler

Blessing of Deskari in effect.

Marketplace Card 1: Holy Water Grenade:

WotR
Item B
Traits:
Liquid
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

wisdom 6 aided by location: 1d12 + 2 ⇒ (12) + 2 = 14

discard Dog (Core) to explore.

scenario effect: 1d6 ⇒ 5

Marketplace Card 2: Mendevian Crusader:

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

charisma 6 aided by location: 1d6 + 2 ⇒ (4) + 2 = 6

Discard Mendevian Crusader to explore.

scenario effect: 1d6 ⇒ 3

Marketplace Card 3: Cultist of Baphomet:

WotR
Henchman B
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Not my first exploration so no BYA dmg.

combat 10 +1 casting Immolate (Core): 1d12 + 3d4 ⇒ (12) + (4, 1, 2) = 19

Probably my best chance is spell so summon and encounter a spell to close.

Burst Bonds:

WotR
Spell B
Traits:
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 5
Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait. If the character is exploring, she may explore again.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

wisdom 5 aided by location: 1d12 + 2 ⇒ (10) + 2 = 12

On close Give Blessing of the Elements 1 to Erasmus. Display Elixir of Energy Resistance by myself. End turn.

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Immolate (Core): Arcane 7: 1d12 + 1d4 ⇒ (7) + (2) = 9 -> Immolate (Core) recharged.

Mother Myrtle resets their hand.

Mother Myrtle wrote:

Hand: Burst Bonds, Elixir of Healing, Holy Water Grenade, Porcupine (Core), Researcher, Blast Stone (Core),

Displayed: Elixir of Energy Resistance,
Deck: 8 Discard: 2 Buried: 0
"Current Location: Marketplace
Hero Points: 0"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: unused

Blast Stone (Core): On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

Porcupine (Core): On a local check against an Animal monster, recharge to add 1d8.

Burst Bonds: Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait. If the character is exploring, she may explore again.

Movement: Move me to Erasmus if my location closes.
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Elements 2, Acid Flask (Core) 1, Acid Arrow (Core), Acid Flask (Core) 2, Tussah Silk Coat, Fire Bolt, Snake (Core)
Recharged: Immolate (Core),
Discard Pile: Dog (Core), Mendevian Crusader,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Knowledge Intelligence +2"
(Arcane: Wisdom +0)
"Craft Wisdom +2"
"Survival Wisdom +2"

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill ([x] +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.

Marketplace cards 1 and 2 acquired.

Random spell #1 Burst Bonds acquired.

Erasmus handed Blessing of the Elements.


Deck Handler

On Crowe's turn: recharge BotGreenFaith 2

On Kess' turn: summon and encounter Giant Maggot Swarm

Giant Maggot Swarm:

Giant Maggot Swarm
WotR
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each character at your location summons and encounters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

BA: discard Quarterstaff of Vaulting for 1 Acid dmg

Reveal The Missing Eye
Combat 6: 1d6 + 1d4 + 1 + 1d8 + 1 ⇒ (5) + (1) + 1 + (2) + 1 = 10

Kess, note Erasmus' new power: Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives (Nissa: Strength, Melee: Strength, Fortitude: Constitution).

On Mother Myrtle's turn: receive Blessing of the Elements 1

It is the hour of Ascension

Erasmus Power: At the start of any turn, you may choose a card type and recharge every card of that type; add the number of cards recharged to your checks until the end of the turn: choose Cohort and recharge Sosiel.
This turn, +1 to all checks due to Erasmus Power

Move to: Armory
Location Power: When you acquire a weapon, you may draw a card.

Free exploration

Armory Card 1 is Heavy Pick:

WotR
Weapon B
Traits:
Pick
Melee
Piercing
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.

Melee 6: 1d6 + 1d4 + 1 + 1 ⇒ (3) + (1) + 1 + 1 = 6

Location Power: draw a card - Mind Thrust.

Discard BoGods 1 to explore

Armory Card 2 is Magic Shield:

WotR
Armor B
Traits:
Shield
Offhand
Magic
Elite
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Fort 6: 1d6 + 1d4 + 1 + 1 ⇒ (4) + (2) + 1 + 1 = 8

Discard BoElements to explore

Armory Card 3 is Magic Padded Armor:

WotR
Armor C
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 4
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Fort 4: 1d6 + 1d4 + 1 + 1 ⇒ (1) + (2) + 1 + 1 = 5

Discard BoElements 1 to explore

Armory Card 4 is Corrosive Dagger +1:

WotR
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Dex 7: 1d8 + 1 ⇒ (3) + 1 = 4

End turn

Reset Hand, recharging Magic Padded Armor and Magic Shield, then drawing 2.

Erasmus wrote:

Hand: Heavy Pick, The Missing Eye, Fan of Flames, Mind Thrust, Planchette,

Displayed: Spirit Relatives (Nissa),
Deck: 11 Discard: 4 Buried: 0
Current Location: Armory
Hero Points: 0
Tshirt Reroll: Available

NOTES:
Available Support: Blessings always available unless otherwise noted.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods 2, Force Missile, Stalking Armor, Harrow Deck, Vine Leshy, Cloud Puff, Blessing of the Green Faith 1
Recharged: Blessing of the Green Faith 2, Sosiel Vaenic, Magic Padded Armor, Magic Shield,
Discard Pile: Quarterstaff of Vaulting (Core), Blessing of the Gods 1, Blessing of the Elements, Blessing of the Elements 1,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Nissa: +1d4+# for Strength, Melee: Strength
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Nissa: +1d4+# for Constitution: Fortitude
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +1

Favored Card: {My choice: Weapon}
Hand Size:
Proficiencies:
{Weapons}
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add (☐ 1 plus) the number of cards recharged to your checks until the end of the turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives (Nissa: Strength, Melee: Strength, Fortitude: Constitution).


Deck Handler // Searching for: Blessing 5 > Blessing 4

Hour of Torag

Give Card to Mother Myrtle: Marianix Karn


Move to Armory. Free explore and encounter Scale Mail
Erasmus' Nissa Bonus

Fortitude 4: 1d4 + 1d4 ⇒ (2) + (2) = 4 Acquired!

Discard Spyglass to examine:
Armory Card 6: Mace
Armory Card 7: Cold Iron Longsword (Weapon 1!)
Leave in that order


Discard Mouse to Explore

Is it a demon?: 1d6 ⇒ 6 No Demon!
Encounter Mace. Erasmus' Nissa Bonus
Strength 4: 1d6 + 1d4 ⇒ (6) + (4) = 10 Acquired! and draw Thieves' Tools

Recharge Magnifying Glass to examine the top two cards of my deck:
Sword Cane
Blessing of Asmodeus
Leaving in the same order.

Merisiel wrote:

Hand: Sword Cane, Mace, Patrician's Armor, Scale Mail, Thieves' Tools,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Current Location: Armory
Hero Points: 0

Deck, Discard, Buried:

Reloaded: Blessing of Asmodeus,
Middle of Deck (Unknown Order): Rapier, Blessing of the Spy 1, Blessing of Abadar, Smoke Bomb, Dagger, Lasso, Blessing of the Spy 2
Recharged: Magnifying Glass,
Discard Pile: Spyglass, Mouse,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Intelligence: Craft + 2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2

Favored Card: Item
Hand Size:
Proficiencies:
☑ Weapons
POWERS:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


Having witnessed Mother Myrtle Immolate a cultist in the Marketplace, Merisiel decides that the old alchemist has things well in hand and joins Erasmus in the Armory. He has an aggressive spirit accompanying him that points Merisiel to some heavier arms and armor than she's accustomed to. She takes them regardless, knowing she'll find some use for them, and draws Erasmus' attention to the Cold Iron Longsword, tucked away in the back of the Armory. She pulls out her cane and prepares for battle, where ever it may be.

Mother Myrtle: Gave Card: Marianix Karn
Armory: Acquired 5-6. Examined 7 (Weapon 1)


Deck Handler

Turn Order: Crowe/MauveAvengr, Kess/dinketry, Mother Myrtle/Bigguyinblack, Erasmus/Abraham Z., Merisiel/Nathan Davis
Out of Turn Updates: N/a

Turn: Turn 6 - Blessing of Ascension

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

SOT: N/a

Move: Stay at Family Tomb

Explore: Nectar of the Gods

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

Wisdom 9: 1d6 ⇒ 4

Not acquired!

End Turn: Reset hand. Discard Protect

[u]Summary[/u]:
Move: Family Tomb
Acquired: N/a
Banished: N/a
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Gallivance, Falcata, Strength, Hide Armor, Blessing of the Samurai,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Current Location: Family Tomb
Hero Points: 0
2-1B Paizo Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Longsword, Blessing of Erastil, Spellcharger Jerkin, Compass, Magic Weapon, Blackjacket, Flame Staff, Earthbreaker, Blessing of Gorum
Recharged:
Discard Pile: Blessing of Kols, Protect, Explorer's Staff,
Buried Pile:

Skills and Powers:
SKILLS
Strength d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
You may bury a card to add 1d10 (☐ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3.


Deck Handler // Searching for: Blessing 5 > Blessing 4

Reroll Splint Mail without Spirit help from Erasmus
Constitution 4: 1d6 ⇒ 5 Still acquired. No change


During This Adventure:

Servitor Demon:
Demonling
Spoiler:
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
The Demonling is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Perception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
Serving as a familiar is humiliating. If a demonling outlives his master, he'll seek outers to humiliate.

During This Scenario: When a character would play an ally, roll 1d6. On a 1 or 2, she instead buries the ally and, after resolving any check she is attempting, summons and encounters the henchman Demonling.

Additional Rules:

Villain:
Tancred Desimire
Spoiler:
WotR Villain B
Type: Monster
Traits: Human Conjurer
To Defeat: Combat 15 OR Arcane 12
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded. Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.
"Those who summon things from beyond the pale better be able to pull them back_" ---Tancred Desimire

Henchmen:
Blackfire Adept
Spoiler:
WotR Henchman B
Type: Monster
Traits: Human Conjurer Cultist
To Defeat: Combat 11 OR Arcane 8
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, the Blackfire Adept is undefeated. If undefeated, discard the top card of the blessings deck; if that card has the Corrpted trait, discard an addition card. If defated, you may immediately attempt to close the location this henchman came from.

Cultist of Baphomet
Spoiler:
WotR Henchman B
Type: Monster
Traits: Human Cleric Cultist Veteran
To Defeat: Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number. Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you. If undefeated, shuffle the top card of the blessings deck into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.

Party Tracker

Scenario Level (#): 1

Turn: 7, Kess/dinketry

Random Cards:

Monsters
Spoiler:
Mandragora
WotR
Monster 1
Traits:
Plant
To Defeat:
Combat 11
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses_

Spoiler:
Bunyip
WotR
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

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

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

Spoiler:
Cave Lizard
WotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 11
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.
This immense lizard moves with a slow but relentless gait_

Barriers
Spoiler:
Bilious Bottle
WotR
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.

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

Spoiler:
Crazed Cultists
WotR
Barrier 1
Traits:
Skirmish
Cultist
Elite
To Defeat:
None 0
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

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

Spoiler:
Explosive Runes
WotR
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

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

Spoiler:
Ranseur of the Gargoyle
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Recharge this card to reduce Combat damage dealt to you by 3.

Spoiler:
Mace
WotR
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

Spoiler:
Javelin
WotR
Weapon B
Traits:
Spear
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.

Spoiler:
Quarterstaff
WotR
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic
To Acquire:
Strength
Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Spells
Spoiler:
Skitter
WotR
Spell B
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.

Spoiler:
Frigid Blast
WotR
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane 4
OR Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.

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

Spoiler:
Brilliance
WotR
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Spoiler:
Cure
WotR
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

Spoiler:
Helm
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Spoiler:
Magic Padded Armor
WotR
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 4
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Corroded Helm
WotR
Armor B
Traits:
Heavy Armor
Corrupted
Elite
To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Spoiler:
Full Plate
WotR
Armor B
Traits:
Heavy Armor
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.

Items
Spoiler:
Monkey's Paw
WotR
Item C
Traits:
Object
Gambling
Corrupted
To Acquire:
See Below 0
You may use any skill in your check to acquire this item; roll 1d20 to determine the difficulty of the check. If you fail to acquire this card, and it has the Corrupted trait, bury a card.
Shuffle this card into your deck to add 1d20 to your check; the difficulty of the check is increased by 1d20. If you fail the check, banish this card.

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

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

Spoiler:
Portable Altar
WotR
Item B
Traits:
Object
Divine
Elite
To Acquire:
Wisdom
Divine 7
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.

Spoiler:
Codex
WotR
Item C
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Allies
Spoiler:
Teamster
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Constitution
Fortitude 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard thi card to explore your location.

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

Spoiler:
Teamster
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Constitution
Fortitude 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard thi card to explore your location.

Spoiler:
Recruit
WotR
Ally B
Traits:
Human
Soldier
Basic
To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.

Spoiler:
Frilled Lizard
WotR
Ally C
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 7
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.

Blessings
Spoiler:
Blessing of Abadar
WotR
Blessing C
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.

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

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

Spoiler:
Blessing of 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.

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

Current Hour:

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

Hours Remaining: 23

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 1 MotherMyrtle/Bigguyinblack
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 2 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 2 Erasmus/AbrahamZ.
Blessing of Ascension
WotR
Blessing C
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 3 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 3 Merisiel/NathanDavis
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Hourglass Card 4 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 4 Crowe/MauveAvenger
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 5 Kess/dinketry:
Spoiler:
Hourglass Card 5 Kess/dinketry
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 6 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 6 MotherMyrtle/Bigguyinblack
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 7 Erasmus/AbrahamZ.
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 8 Merisiel/NathanDavis
Blessing of Sarenrae
WotR
Blessing C
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.
Hourglass Card 9 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 9 Crowe/MauveAvenger
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Hourglass Card 10 Kess/dinketry:
Spoiler:
Hourglass Card 10 Kess/dinketry
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 11 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 11 MotherMyrtle/Bigguyinblack
Blessing of Iomedae
WotR
Blessing C
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 12 Erasmus/AbrahamZ.
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 13 Merisiel/NathanDavis
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 14 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 14 Crowe/MauveAvenger
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 15 Kess/dinketry:
Spoiler:
Hourglass Card 15 Kess/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 16 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 16 MotherMyrtle/Bigguyinblack
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 17 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 17 Erasmus/AbrahamZ.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 18 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 18 Merisiel/NathanDavis
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 19 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 19 Crowe/MauveAvenger
Blessing of Pulura
WotR
Blessing C
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 Kess/dinketry:
Spoiler:
Hourglass Card 20 Kess/dinketry
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 21 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 21 MotherMyrtle/Bigguyinblack
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 22 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 22 Erasmus/AbrahamZ.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 23 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 23 Merisiel/NathanDavis
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Location #1: Befouled Altar
Abyssal
At This Location: If you fail a check to defeat a monster, discard a card from the blessings deck.
When Closing: Summon and defeat the henchman Cultist of Baphomet.
When Permanently Closed: On closing, bury a blessing from your discard pile.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1
Located/Displayed Here:

Befouled Altar Card 1:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Befouled Altar Card 2:
Cultist of Baphomet
WotR
Henchman B
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Befouled Altar Card 3:
Bat
WotR
Ally B
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.
Befouled Altar Card 4:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Befouled Altar Card 5:
Carrion Golem
WotR
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Befouled Altar Card 6:
Skeleton
WotR
Monster B
Traits:
Undead
Skelton
Basic
To Defeat:
Combat 8
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Befouled Altar Card 7:
Force Missile
WotR
Spell C
Traits:
Magic
Arcane
Attack
Force
Basic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Befouled Altar Card 8:
Explosive Runes
WotR
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Befouled Altar Card 9:
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.
Befouled Altar Card 10:
Create Pit
WotR
Spell B
Traits:
Magic
Arcane
Trap
Basic
To Acquire:
Intelligence
Arcane 6
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding or burying it.

Location #2: Defender's Heart
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Kess
Defender's Heart Card 1:
Raconteur
WotR
Ally B
Traits:
Gnome
Bard
To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Defender's Heart Card 2:
Animal Tamer
WotR
Ally B
Traits:
Human
Ranger
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
Defender's Heart Card 3:
Giant Amoeba
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
Defender's Heart Card 4:
Mongrel Wizard
WotR
Monster C
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Defender's Heart Card 5:
Cultist of Baphomet
WotR
Henchman B
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Defender's Heart Card 6:
Athlete
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Dexterity
Acrobatics 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location.
Defender's Heart Card 7:
Ghost
WotR
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_
Defender's Heart Card 8:
Lance
WotR
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.

Location #3: Marketplace
Closed
At This Location: At the end of your turn, you may give a card to any character.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mother Myrtle

Location #4: Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Erasmus, Merisiel

Armory Card 1 (Cold Iron Longsword):
Cold Iron Longsword
WotR
Weapon 1
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Armory Card 2:
Bat
WotR
Ally B
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.
Armory Card 3:
Cultist of Baphomet
WotR
Henchman C
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Armory Card 4:
Ghoul Hide
WotR
Armor 1
Traits:
Light Armor
Magic
Corrupted
Elite
To Acquire:
Constitution
Fortitude
Craft 7
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Location #5: Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here:
Manor House Card 1:
Recruit
WotR
Ally B
Traits:
Human
Soldier
Basic
To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Manor House Card 2:
Tancred Desimire
WotR
Villain B
Type: Monster
Traits:
Human
Conjurer
To Defeat:
Combat 15
OR Arcane 12
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.
"Those who summon things from beyond the pale better be able to pull them back_" ---Tancred Desimire
Manor House Card 3:
Sin Seeker
WotR
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.
Manor House Card 4:
Longsword
WotR
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Manor House Card 5:
Battle Aspergillum
WotR
Weapon C
Traits:
Mace
Melee
Bludgeoning
Elite
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Manor House Card 6:
Vulture
WotR
Ally C
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.
Manor House Card 7:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Manor House Card 8:
Skitter
WotR
Spell B
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.
Manor House Card 9:
Corroded Helm
WotR
Armor B
Traits:
Heavy Armor
Corrupted
Elite
To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
Manor House Card 10:
Potion of Beast Skin
WotR
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.

Location #6: Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charsima check with the difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 3 ?: 1
Located/Displayed Here:
Temple of Iomedae Card 1:
Cultist of Baphomet
WotR
Henchman C
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Temple of Iomedae Card 2:
Cure
WotR
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Temple of Iomedae Card 3:
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.
Temple of Iomedae Card 4:
Riftwarden
WotR
Ally 1
Traits:
Human
Wizard
To Acquire:
Intelligence
Knowledge 7
OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Temple of Iomedae Card 5:
Hide Armor
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Temple of Iomedae Card 6:
Fireblade
WotR
Spell C
Traits:
Magic
Divine
Attack
Fire
Basic
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Temple of Iomedae Card 7:
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Temple of Iomedae Card 8:
Bat
WotR
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.
Temple of Iomedae Card 9:
Hand Crossbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.
Temple of Iomedae Card 10:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Location #7: Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Crowe
Family Tomb Card 1:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Family Tomb Card 2:
Pitborn Scoundrel
WotR
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.
Family Tomb Card 3:
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.
Family Tomb Card 4:
Temptation of Lucre
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Family Tomb Card 5:
Zombie
WotR
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Family Tomb Card 6:
Blackfire Adept
WotR
Henchman B
Type: Monster
Traits:
Human
Conjurer
Cultist
To Defeat:
Combat 11
OR Arcane 8
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, the Blackfire Adept is undefeated.
If undefeated, discard the top card of the blessings deck; if that card has the Corrpted trait, discard an addition card.
If defated, you may immediately attempt to close the location this henchman came from.
Family Tomb Card 7:
Javelin
WotR
Weapon B
Traits:
Spear
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.


Deck Handler

The hour is that of Shelyn.

Kess continues poking around the barracks, looking for someone who might have a lead on a summoner.

Free explore and encounter Raconteur.

"Hello there, gnome-friend. Do you happen to know anything about a demonic summoner?"

Diplomacy (5) Check: 1d8 + 1 ⇒ (5) + 1 = 6 SUCCESS!

"Oh really!" Kess brightens at the lead. Discard Raconteur to explore again.

Is my Ally really a Demon?: 1d6 ⇒ 6 Nope. Encounter Animal Tamer.

The gnome suggests meeting up with their druid friend on their way out of the barracks.

Diplomacy (9) Check: 1d8 + 1 ⇒ (7) + 1 = 8 FAIL! So close, but banish. Discard Fencer to explore again.

Is my Ally really a Demon?: 1d6 ⇒ 5 Nope. Encounter Giant Amoeba. Bonus to this combat from the Fencer.

Kess and the gnome have no luck finding the druid, despite visiting his living quarters. They do find his giant amoebic animal companion, though.

"This thing looks unfriendly---" Kess manages before it springs at her!

Could I please ask for Crowe's blessing for this BYA check? I feel nervous about testing the ally waters once again.

Dexterity (8) Check: 2d6 ⇒ (2, 4) = 6 Argh. T-shirt reroll on the lower d6.
Reroll (8): 1d6 + 4 ⇒ (4) + 4 = 8 SUCCESS! Now, onto what Kess is good at doing.

Combat (10) Check: 1d10 + 3 + 1d12 + 1d4 ⇒ (4) + 3 + (12) + (3) = 22 SUCCESS! Heal Fencer.

"Yeesh," Kess remarks, disembodied slime dripping off of her fist wrappings, "that thing was either hungry or angry. Either way, I don't think your druid friend will be wanting to meet me."

End turn. Reset hand.

Kess wrote:

Hand: Horn of Battle Clarity, Mattock, Magic Padded Armor, Straitjacket, Athlete,

Displayed:
Deck: 10 Discard: 1 Buried: 1
Hero Points: 0
NOTES:
Available Support: Horn can boost local combats.
Movement: I'll head for the Temple of Iomedae next.
Other: Tshirt reroll: USED

Deck, Discard, Buried:

Reloaded: Bronzed Leather, Iron Knuckles, Staff of Minor Healing, Retainer, Guide, Blessing of the Quartermaster, Blessing of Torag, Padded Armor,
Middle of Deck (Unknown Order): Guide, Blessing of Torag, Blessing of the Quartermaster, Retainer, Staff of Minor Healing, Blessing of Lamashtu, Padded Armor, Iron Knuckles
Recharged:
Discard Pile: Raconteur,
Buried Pile: Recruit,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +3
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Charisma +1

Role Card: None
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
X
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).


deck handler

Blessing of Shax in effect.

Move to Manor House .

Card 1 is an ally. Draw random ally #1 Teamster. Banish it and encounter the current one.

Manor House Card 1: Recruit:

WotR
Ally B
Traits:
Human
Soldier
Basic
To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.

charisma 3: 1d6 ⇒ 5

Discard Recruit to explore. Next card is the villain so no location effect.

demon?: 1d6 ⇒ 5

Manor House Card 2: Tancred Desimire:

WotR
Villain B
Type: Monster
Traits:
Human
Conjurer
To Defeat:
Combat 15
OR Arcane 12
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.
"Those who summon things from beyond the pale better be able to pull them back_" ---Tancred Desimire

Choose to fail the BYA and evade.

Elixir of Healing myself: 1d4 + 1 ⇒ (2) + 1 = 3

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Elixir of Healing: Craft 6: 1d12 + 2 ⇒ (12) + 2 = 14 -> Elixir of Healing recharged.

Mother Myrtle resets their hand.

Mother Myrtle wrote:

Hand: Burst Bonds, Holy Water Grenade, Blast Stone (Core), Porcupine (Core), Researcher, Marianix Karn,

Displayed: Elixir of Energy Resistance,
Deck: 12 Discard: 0 Buried: 0
"Current Location: Manor House
Hero Points: 0"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: unused

Blast Stone (Core): On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

Porcupine (Core): On a local check against an Animal monster, recharge to add 1d8.

Burst Bonds: Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait. If the character is exploring, she may explore again.

Movement: Move me to Erasmus if my location closes.
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fire Bolt, Acid Arrow (Core), Recruit, Dog (Core), Tussah Silk Coat, Acid Flask (Core) 1, Acid Flask (Core) 2, Mendevian Crusader, Immolate (Core), Blessing of the Elements 2, Snake (Core)
Recharged: Elixir of Healing,
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Knowledge Intelligence +2"
(Arcane: Wisdom +0)
"Craft Wisdom +2"
"Survival Wisdom +2"

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill ([x] +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.

Manor House card 1 acquired. Card 2 is the villain and is shuffled into location.

Random ally #1 banished.


Deck Handler

It is the hour of Ascension

Erasmus Power: At the start of any turn, you may choose a card type and recharge every card of that type; add the number of cards recharged to your checks until the end of the turn. Choose Weapons and recharge Missing Eye and Heavy Pick.
This turn, +2 to all checks due to Erasmus Power

Send Planchette to Recovery to examine top card of location (choosing Weapons, obviously). Auto-Acquire Cold Iron Longsword.

Location Power: When you acquire a weapon, you may draw a card: draw Harrow Deck.

Free exploration

Armory Card 2 is Bat:

WotR
Ally B
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Wis 6: 1d6 + 2 ⇒ (3) + 2 = 5
Bury Harrow Deck (Erasmus Power) to add after the roll: 1d4 ⇒ 2 Acquired

Discard Bat to explore
Scenario Power: 1d6 ⇒ 3
Erasmus heaves a sigh of relief as his new friend the Bat turns out to be... just a bat. "This place will make you paranoid!"

Armory Card 3 is Cultist of Baphomet:

WotR
Henchman C
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

BA: doesn't apply since this is not the first exploration of the turn.
Reveal Cold Iron Longsword
Send Fan of Flames to Recovery
Combat 10+1=11: 1d6 + 1d4 + 1 + 2 + 1d8 + 1d6 ⇒ (2) + (4) + 1 + 2 + (4) + (5) = 18

Summon and encounter random Weapon 1: Heavy Crossbow:

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

The Bat adds 1d4 to Ranged during this exploration
Ranged 7: 2d4 + 2 ⇒ (4, 1) + 2 = 7 Acquired.

As his new pet bat helps Erasmus to defeat a crazed cultist and then shows him where to find a valuable crossbow, the medium feels guilty for ever suspecting that the creature might be a demon. It might be his imagination, but it seems the bat is looking at him reproachfully.

Location Power: When you acquire a weapon, you may draw a card: draw Cloud Puff.

Armory is closed.

End turn

Recovery Phase:
Recharge Planchette? Perception 6: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Recharge Fan of Flames? Fort 5: 1d6 + 1d4 + 1 + 2 ⇒ (5) + (3) + 1 + 2 = 11

Reset Hand, revealing Cloud Puff to increase hand size to 6. Draw 2.

Turn Summary:
* Armory is closed.
* Random weapon 1 acquired.
* No party cards used.

Erasmus wrote:

Hand: Cold Iron Longsword, Heavy Crossbow, Mind Thrust, Force Missile, Stalking Armor, Cloud Puff,

Displayed: Spirit Relatives (Nissa),
Deck: 11 Discard: 5 Buried: 1
Current Location: Armory
Hero Points: 0
Tshirt Reroll: Available

NOTES:
Available Support: Blessings always available unless otherwise noted.

Heavy Crossbow: discard add 1d4 to a distant combat check

Force Missile: send to recovery to add +2d4 (+Attack, Force, Magic) to another character's combat check.

Cloud Puff: Bury to allow a character at your location to ignore a bane’s powers that happen before and after you act. (Only use if urgent since Erasmus is unlikely to make the check to prevent it from being buried)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Green Faith 1, Blessing of the Gods 2, Vine Leshy
Recharged: Blessing of the Green Faith 2, Sosiel Vaenic, Magic Padded Armor, Magic Shield, The Missing Eye, Heavy Pick, Planchette, Fan of Flames,
Discard Pile: Quarterstaff of Vaulting (Core), Blessing of the Gods 1, Blessing of the Elements, Blessing of the Elements 1, Bat,
Buried Pile: Harrow Deck,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Nissa: +1d4+# for Strength, Melee: Strength
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Nissa: +1d4+# for Constitution: Fortitude
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +1

Favored Card: {My choice: Weapon}
Hand Size:
Proficiencies:
{Weapons}
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add (☐ 1 plus) the number of cards recharged to your checks until the end of the turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives (Nissa: Strength, Melee: Strength, Fortitude: Constitution).


Deck Handler // Searching for: Blessing 5 > Blessing 4

Hour of Ascension

Give Card to Erasmus: Mace (Classic)

Move to Befouled Alter and free explore and encounter Blessing of Ascension
Charisma 6: 1d8 ⇒ 8 Acquired!

Discard Blessing of Ascension to explore and encounter Cultist of Baphomet
BYA, Not first Exploration, no damage.
Reveal Sword Cane. Alone: Recharge Thieves' Tools

Combat Stealth 10+1: 1d12 + 2 + 1d4 + 1d6 ⇒ (5) + 2 + (4) + (4) = 15 Banished!

To Close Summon Cultist of Baphomet
BYA, Not first Exploration, no damage.
Reveal and Reload Sword Cane. Alone: Recharge Scale Mail

Combat Stealth 10+1: 1d12 + 2 + 2d4 + 1d6 ⇒ (3) + 2 + (2, 3) + (1) = 11 Perfect! Closed!
When Permanently Closed: Bury Blessing of Ascension from Discard

Merisiel wrote:

Hand: Sword Cane, Dagger, Patrician's Armor, Smoke Bomb, Blessing of Asmodeus,

Displayed:
Deck: 8 Discard: 2 Buried: 1
Current Location: Befouled Alter
Hero Points: 0

NOTES:
Available Support: Blessing Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abadar, Blessing of the Spy 1, Rapier, Blessing of the Spy 2, Lasso
Recharged: Magnifying Glass, Thieves' Tools, Scale Mail,
Discard Pile: Spyglass, Mouse,
Buried Pile: Blessing of Ascension,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Intelligence: Craft + 2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2

Favored Card: Item
Hand Size:
Proficiencies:
☑ Weapons
POWERS:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


Before the the cultist in the Armory falls to his wounds, Merisiel is able to "extract" the whereabouts of the cult's gathering place.

Merisiel finds the alter these cultists worship at. In a repeat of her performance at the Guardpost, she quickly dispatches two cultists with her Sword Cane before they can react.

Gave Card to Erasmus: Mace
Befouled Alter: Closed! Acquired 1.


Deck Handler

Nice!

On Merisiel's turn: Mace received.


Deck Handler

Turn Order: Crowe/MauveAvengr, Kess/dinketry, Mother Myrtle/Bigguyinblack, Erasmus/Abraham Z., Merisiel/Nathan Davis
Out of Turn Updates: Discard Blessing of the Samurai for Kess

Turn: Turn 11 - Blessing of Ascension

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

SOT: N/a

Move: Stay at Family Tomb

Explore: Blessing of Ascension

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

Charisma 6: 1d8 ⇒ 8

Acquired! Will discard to explore location.

Explore 2: Pitborn Scoundrel

Pitborn Scoundrel:
Pitborn Scoundrel
WotR
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

BYA Combat damage: 1d4 - 1 ⇒ (4) - 1 = 3

Bury Hide Armor to reduce Combat damage to 0. For combat, reveal Gallivance and bury Falcata to do Melee+1d6+1+Arcane.

Combat 12: 1d12 + 1 + 1d6 + 1 + 1d8 + 3 ⇒ (4) + 1 + (3) + 1 + (7) + 3 = 19

Defeated!

End Turn: Reset hand. Discard Protect

[u]Summary[/u]:
Move: Family Tomb
Acquired: Family Tomb Card 1: Blessing of Ascension
Banished: Family Tomb Card 2: Pitborn Scoundrel
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Gallivance, Longsword, Strength, Magic Weapon, Blessing of Gorum,

Displayed:
Deck: 6 Discard: 5 Buried: 2
Current Location: Family Tomb
Hero Points: 0
2-1B Paizo Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spellcharger Jerkin, Compass, Flame Staff, Blessing of Erastil, Blackjacket, Earthbreaker
Recharged:
Discard Pile: Blessing of Kols, Protect, Explorer's Staff, Blessing of Ascension, Blessing of the Samurai,
Buried Pile: Hide Armor, Falcata,

Skills and Powers:
SKILLS
Strength d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
You may bury a card to add 1d10 (☐ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3.


During This Adventure:

Servitor Demon:
Demonling
Spoiler:
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
The Demonling is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Perception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
Serving as a familiar is humiliating. If a demonling outlives his master, he'll seek outers to humiliate.

During This Scenario: When a character would play an ally, roll 1d6. On a 1 or 2, she instead buries the ally and, after resolving any check she is attempting, summons and encounters the henchman Demonling.

Additional Rules:

Villain:
Tancred Desimire
Spoiler:
WotR Villain B
Type: Monster
Traits: Human Conjurer
To Defeat: Combat 15 OR Arcane 12
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded. Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.
"Those who summon things from beyond the pale better be able to pull them back_" ---Tancred Desimire

Henchmen:
Blackfire Adept
Spoiler:
WotR Henchman B
Type: Monster
Traits: Human Conjurer Cultist
To Defeat: Combat 11 OR Arcane 8
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, the Blackfire Adept is undefeated. If undefeated, discard the top card of the blessings deck; if that card has the Corrpted trait, discard an addition card. If defated, you may immediately attempt to close the location this henchman came from.

Cultist of Baphomet
Spoiler:
WotR Henchman B
Type: Monster
Traits: Human Cleric Cultist Veteran
To Defeat: Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number. Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you. If undefeated, shuffle the top card of the blessings deck into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.

Party Tracker

Scenario Level (#): 1

Turn: 12, Kess/dinketry

Random Cards:

Monsters
Spoiler:
Giant Fly
WotR
Monster B
Traits:
Vermin
Elite
To Defeat:
Combat 9
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
You're going to need a bigger flyswatter_

Spoiler:
Pitborn Scoundrel
WotR
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Spoiler:
Carrion Golem
WotR
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Spoiler:
Crocodile
WotR
Monster B
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
Ifthe check to defeat has the Cold trait, add 1d6.
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.
This reptile lunges out of the placid water with shocking speed_

Spoiler:
Vampire Spawn
WotR
Monster B
Traits:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_

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

Spoiler:
Temptation of Arms
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic weapons instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealt 1d4+1 Combat damage. Otherwise the barrier is defeated.
After you act, banish this barrier.

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

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

Spoiler:
Corrupted Crusaders
WotR
Barrier C
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Weapons
Spoiler:
Bolas
WotR
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.

Spoiler:
Longspear
WotR
Weapon B
Traits:
Spear
Melee
Piercing
2-Handed
Basic
To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

Spoiler:
Glaive +1
WotR
Weapon B
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.

Spoiler:
Lance
WotR
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.

Spoiler:
Ranseur of the Gargoyle
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Recharge this card to reduce Combat damage dealt to you by 3.

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

Spoiler:
Fireblade
WotR
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Sagacity
WotR
Spell C
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Wisdom checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Spoiler:
Viper Strike
WotR
Spell C
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Agility
WotR
Spell C
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Dexterity checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Armors
Spoiler:
Helm
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Spoiler:
Leather Armor
WotR
Armor C
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Spoiler:
Corroded Helm
WotR
Armor B
Traits:
Heavy Armor
Corrupted
Elite
To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Spoiler:
Scale Mail
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Spoiler:
Magic Padded Armor
WotR
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 4
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Potion of Striding
WotR
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.

Spoiler:
Almanac
WotR
Item 1
Traits:
Book
Elite
To Acquire:
Intelligence
Knowledge 7
Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.

Spoiler:
Potion of Restoration
WotR
Item 1
Traits:
Liquid
Alchemical
Elite
To Acquire:
Intelligence
Craft 7
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.

Spoiler:
Codex
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Spoiler:
Portable Altar
WotR
Item B
Traits:
Object
Divine
Elite
To Acquire:
Wisdom
Divine 7
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.

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

Spoiler:
Frog
WotR
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 6
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

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

Spoiler:
Frilled Lizard
WotR
Ally C
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 7
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.

Spoiler:
Fortune-Teller
WotR
Ally 1
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.

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

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

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

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

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

Current Hour:

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

Hours Remaining: 18

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 1 MotherMyrtle/Bigguyinblack
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 2 Erasmus/AbrahamZ.
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 3 Merisiel/NathanDavis
Blessing of Sarenrae
WotR
Blessing C
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.
Hourglass Card 4 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 4 Crowe/MauveAvenger
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Hourglass Card 5 Kess/dinketry:
Spoiler:
Hourglass Card 5 Kess/dinketry
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 6 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 6 MotherMyrtle/Bigguyinblack
Blessing of Iomedae
WotR
Blessing C
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 7 Erasmus/AbrahamZ.
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 8 Merisiel/NathanDavis
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 9 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 9 Crowe/MauveAvenger
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 10 Kess/dinketry:
Spoiler:
Hourglass Card 10 Kess/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 11 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 11 MotherMyrtle/Bigguyinblack
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 12 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 12 Erasmus/AbrahamZ.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 13 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 13 Merisiel/NathanDavis
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 14 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 14 Crowe/MauveAvenger
Blessing of Pulura
WotR
Blessing C
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Kess/dinketry:
Spoiler:
Hourglass Card 15 Kess/dinketry
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 16 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 16 MotherMyrtle/Bigguyinblack
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 17 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 17 Erasmus/AbrahamZ.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 18 Merisiel/NathanDavis
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Location #1: Befouled Altar
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Merisiel

Location #2: Defender's Heart
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Kess

Defender's Heart Card 1:
Mongrel Wizard
WotR
Monster C
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Defender's Heart Card 2:
Cultist of Baphomet
WotR
Henchman B
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Defender's Heart Card 3:
Athlete
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Dexterity
Acrobatics 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location.
Defender's Heart Card 4:
Ghost
WotR
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_
Defender's Heart Card 5:
Lance
WotR
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.

Location #3: Marketplace
Closed
At This Location: At the end of your turn, you may give a card to any character.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #4: Armory
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus

Location #5: Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Mother Myrtle, Tancred Desimire

Manor House Card 1:
Potion of Beast Skin
WotR
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.
Manor House Card 2:
Sin Seeker
WotR
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.
Manor House Card 3:
Tancred Desimire
WotR
Villain B
Type: Monster
Traits:
Human
Conjurer
To Defeat:
Combat 15
OR Arcane 12
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.
"Those who summon things from beyond the pale better be able to pull them back_" ---Tancred Desimire
Manor House Card 4:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Manor House Card 5:
Skitter
WotR
Spell B
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.
Manor House Card 6:
Corroded Helm
WotR
Armor B
Traits:
Heavy Armor
Corrupted
Elite
To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
Manor House Card 7:
Vulture
WotR
Ally C
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.
Manor House Card 8:
Battle Aspergillum
WotR
Weapon C
Traits:
Mace
Melee
Bludgeoning
Elite
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Manor House Card 9:
Longsword
WotR
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Location #6: Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charsima check with the difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 3 ?: 1
Located/Displayed Here:
Temple of Iomedae Card 1:
Cultist of Baphomet
WotR
Henchman C
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Temple of Iomedae Card 2:
Cure
WotR
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Temple of Iomedae Card 3:
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.
Temple of Iomedae Card 4:
Riftwarden
WotR
Ally 1
Traits:
Human
Wizard
To Acquire:
Intelligence
Knowledge 7
OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Temple of Iomedae Card 5:
Hide Armor
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Temple of Iomedae Card 6:
Fireblade
WotR
Spell C
Traits:
Magic
Divine
Attack
Fire
Basic
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Temple of Iomedae Card 7:
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Temple of Iomedae Card 8:
Bat
WotR
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.
Temple of Iomedae Card 9:
Hand Crossbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.
Temple of Iomedae Card 10:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Location #7: Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Crowe
Family Tomb Card 1:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Family Tomb Card 2:
Temptation of Lucre
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Family Tomb Card 3:
Zombie
WotR
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Family Tomb Card 4:
Blackfire Adept
WotR
Henchman B
Type: Monster
Traits:
Human
Conjurer
Cultist
To Defeat:
Combat 11
OR Arcane 8
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, the Blackfire Adept is undefeated.
If undefeated, discard the top card of the blessings deck; if that card has the Corrpted trait, discard an addition card.
If defated, you may immediately attempt to close the location this henchman came from.
Family Tomb Card 5:
Javelin
WotR
Weapon B
Traits:
Spear
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.


Deck Handler

It is the hour of Abraxas.

Kess, followed by the Shelynite gnome, tries to find her way out of the Iomedaean barracks.

"I thought the entrance was over here?"

Free encounter: Mongrel Wizard! Discard Straitjacket for BYA Acid damage. Random monster has a DC 9 to defeat (Great Fly).

An aberrant foe pops up from the open doorway, spraying Kess with a caustic fluid!

*ack*

Combat (9) Check: 1d10 + 3 + 1d12 ⇒ (3) + 3 + (9) = 15 SUCCESS! Heal Raconteur. Discard Magic Padded Armor for AYA Poison damage.

Kess' fist punches straight through the pop-up training dummy labeled 'KNOW YOUR ENEMIES'. Coarse green smoke pours from the ruined contraption, causing Kess' eyes to water.

"How did we get in here? Check that door, please."

Discard Athlete to explore again. I think.

Is my Ally really a Demon?: 1d6 ⇒ 3 *whew* Encounter Cultist of Baphomet.

Kess directs her gnome colleague to open a nearby door. It opens to the outside! More specifically, it opens on a disused alley, and a nefarious-looking robed human trying to pick the lock. He straightens with surprise, snarls, and draws a dagger.

"I hope you'd find something like that," Kess quips.

Not the first exploration of the turn. Recharge Horn of Battle Clarity.

Combat (11) Check: 1d10 + 3 + 1d12 + 1d4 ⇒ (1) + 3 + (5) + (4) = 13 SUCCESS! Heal Magic Padded Armor. Summon and encounter random ally for the closure check: Apprentice. Would Merisiel please let me use her Blessing of Asmodeus?

Apprentice:

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

Diplomacy (8) Check: 2d8 + 1 ⇒ (7, 2) + 1 = 10 SUCCESS! Closed. For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.

Kess knocks the cultist out cold with one punch. She then peers down the alley, spying an adolescent-appearing half-elf cowering behind a nearby crate.

"Do you know the way out?" Kess asks casually. The half-elf points, his arms shaking with fear.

"Hey, thanks."

End turn. Reset hand.

Kess wrote:

Hand: Apprentice, Mattock, Bronzed Leather, Magic Padded Armor, Blessing of Torag,

Displayed:
Deck: 10 Discard: 2 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessing available.
Movement: I'll head for the Temple of Iomedae next.
Other: Tshirt reroll: USED

Deck, Discard, Buried:

Reloaded: Iron Knuckles, Horn of Battle Clarity, Staff of Minor Healing, Retainer, Guide, Blessing of the Quartermaster, Blessing of Lamashtu, Raconteur,
Middle of Deck (Unknown Order): Fencer, Staff of Minor Healing, Raconteur, Blessing of the Quartermaster, Iron Knuckles, Horn of Battle Clarity, Padded Armor, Blessing of Lamashtu
Recharged:
Discard Pile: Straitjacket, Athlete,
Buried Pile: Recruit,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +3
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Charisma +1

Role Card: None
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
X
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).


deck handler

Blessing of Iomedae in effect.

Move to Temple of Iomedae.

Temple of Iomedae Card 1: Cultist of Baphomet:

WotR
Henchman C
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

This is my first explore so take 1 combat damage discarding Burst Bonds.

Erasmus casts Force Missile. Crowe casts Strength.

combat 10 +1 using Blast Stone, Erasmus's Force Missile, and Crowe's Strength: 1d4 + 2d4 + 2d4 + 3 ⇒ (2) + (3, 1) + (3, 2) + 3 = 14

Kess discards Blessing of Torag.

charisma 5 +1 +1 to close blessed by Torag: 2d6 ⇒ (6, 1) = 7

Draw a random weapon with the magic trait on close: Random weapon #3 Glaive +1 (0) End turn and discard the glaive.

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Blast Stone (Core): Craft 6: 1d12 + 2 ⇒ (8) + 2 = 10 -> Blast Stone (Core) recharged.

Mother Myrtle resets their hand.

Mother Myrtle wrote:

Hand: Holy Water Grenade, Porcupine (Core), Researcher, Marianix Karn, Immolate (Core), Tussah Silk Coat,

Displayed: Elixir of Energy Resistance,
Deck: 11 Discard: 2 Buried: 0
"Current Location: Temple of Iomedae
Hero Points: 0"
"NOTES:
Available Support: Blessings are available for use. I wannt to hold on to Immolate.
Product reroll: unused

Porcupine (Core): On a local check against an Animal monster, recharge to add 1d8.

Movement: Move me to Erasmus if my location closes.
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Recruit, Blessing of the Elements 2, Acid Flask (Core) 1, Dog (Core), Acid Flask (Core) 2, Acid Arrow (Core), Fire Bolt, Snake (Core), Mendevian Crusader
Recharged: Elixir of Healing, Blast Stone (Core),
Discard Pile: Burst Bonds, Glaive +1,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Knowledge Intelligence +2"
(Arcane: Wisdom +0)
"Craft Wisdom +2"
"Survival Wisdom +2"

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill ([x] +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.

Temple of Iomedae is closed.

Random weapon #3 Glaive +1 acquired.

Kess's Blessing of Torag discarded.

Crowe's Strength cast.

Erasmus's Force Missile cast.


During This Adventure:

Servitor Demon:
Demonling
Spoiler:
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
The Demonling is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Perception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
Serving as a familiar is humiliating. If a demonling outlives his master, he'll seek outers to humiliate.

During This Scenario: When a character would play an ally, roll 1d6. On a 1 or 2, she instead buries the ally and, after resolving any check she is attempting, summons and encounters the henchman Demonling.

Additional Rules:

Villain:
Tancred Desimire
Spoiler:
WotR Villain B
Type: Monster
Traits: Human Conjurer
To Defeat: Combat 15 OR Arcane 12
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded. Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.
"Those who summon things from beyond the pale better be able to pull them back_" ---Tancred Desimire

Henchmen:
Blackfire Adept
Spoiler:
WotR Henchman B
Type: Monster
Traits: Human Conjurer Cultist
To Defeat: Combat 11 OR Arcane 8
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, the Blackfire Adept is undefeated. If undefeated, discard the top card of the blessings deck; if that card has the Corrpted trait, discard an addition card. If defated, you may immediately attempt to close the location this henchman came from.

Cultist of Baphomet
Spoiler:
WotR Henchman B
Type: Monster
Traits: Human Cleric Cultist Veteran
To Defeat: Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number. Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you. If undefeated, shuffle the top card of the blessings deck into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.

Party Tracker

Scenario Level (#): 1

Turn: 14, Erasmus/AbrahamZ.

Random Cards:

Monsters
Spoiler:
Giant Cockroach
WotR
Monster B
Traits:
Vermin
Basic
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.

Spoiler:
Mongrel Wizard
WotR
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.

Spoiler:
Pitborn Scoundrel
WotR
Monster C
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Spoiler:
Carrion Golem
WotR
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack and Mental traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Spoiler:
Cave Lizard
WotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 11
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.
This immense lizard moves with a slow but relentless gait_

Barriers
Spoiler:
Temptation of Lucre
WotR
Barrier C
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.

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

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

Spoiler:
Crazed Cultists
WotR
Barrier 1
Traits:
Skirmish
Cultist
Elite
To Defeat:
None 0
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

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

Weapons
Spoiler:
Cold Iron Longsword
WotR
Weapon 1
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Heavy Pick
WotR
Weapon B
Traits:
Pick
Melee
Piercing
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.

Spoiler:
Quarterstaff of Vaulting
WotR
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite
To Acquire:
Strength
Melee 9
OR Acrobatics 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Spoiler:
Scizore
WotR
Weapon C
Traits:
Scizore
Shield
Melee
Piercing
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.

Spoiler:
Demonbane Light Crossbow +1
WotR
Weapon 1
Traits:
Bow
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.

Spells
Spoiler:
Cure
WotR
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Fiery Glare
WotR
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
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 10 check to recharge this card instead of discarding it.

Spoiler:
Cure
WotR
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Lightning Touch
WotR
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

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

Armors
Spoiler:
Hide Armor
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Spoiler:
Corroded Helm
WotR
Armor B
Traits:
Heavy Armor
Corrupted
Elite
To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Spoiler:
Scale Mail
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

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

Spoiler:
Full Plate
WotR
Armor B
Traits:
Heavy Armor
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.

Items
Spoiler:
Sage's Journal
WotR
Item C
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

Spoiler:
Book of the Loremaster
WotR
Item C
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.

Spoiler:
Caltrop Bead
WotR
Item B
Traits:
Object
Magic
Basic
To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

Spoiler:
Trapsmith Gloves
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Dexterity
Disable 7
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.

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

Allies
Spoiler:
Teamster
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Constitution
Fortitude 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard thi card to explore your location.

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

Spoiler:
Mongrel Archer
WotR
Ally 1
Traits:
Mongrel
Elite
To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.

Spoiler:
Athlete
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Dexterity
Acrobatics 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location.

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 16

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 1 Merisiel/NathanDavis
Blessing of Sarenrae
WotR
Blessing C
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.
Hourglass Card 2 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 2 Crowe/MauveAvenger
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Hourglass Card 3 Kess/dinketry:
Spoiler:
Hourglass Card 3 Kess/dinketry
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 4 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 4 MotherMyrtle/Bigguyinblack
Blessing of Iomedae
WotR
Blessing C
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 5 Erasmus/AbrahamZ.
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 6 Merisiel/NathanDavis
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 7 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 7 Crowe/MauveAvenger
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 8 Kess/dinketry:
Spoiler:
Hourglass Card 8 Kess/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 9 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 9 MotherMyrtle/Bigguyinblack
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 10 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 10 Erasmus/AbrahamZ.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 11 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 11 Merisiel/NathanDavis
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 12 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 12 Crowe/MauveAvenger
Blessing of Pulura
WotR
Blessing C
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Kess/dinketry:
Spoiler:
Hourglass Card 13 Kess/dinketry
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 14 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 14 MotherMyrtle/Bigguyinblack
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 15 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 15 Erasmus/AbrahamZ.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 16 Merisiel/NathanDavis
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Location #1: Befouled Altar
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Merisiel

Location #2: Defender's Heart
Closed
At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kess

Location #3: Marketplace
Closed
At This Location: At the end of your turn, you may give a card to any character.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #4: Armory
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus

Location #5: Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Tancred Desimire

Manor House Card 1:
Potion of Beast Skin
WotR
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.
Manor House Card 2:
Sin Seeker
WotR
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.
Manor House Card 3:
Tancred Desimire
WotR
Villain B
Type: Monster
Traits:
Human
Conjurer
To Defeat:
Combat 15
OR Arcane 12
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.
"Those who summon things from beyond the pale better be able to pull them back_" ---Tancred Desimire
Manor House Card 4:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Manor House Card 5:
Skitter
WotR
Spell B
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.
Manor House Card 6:
Corroded Helm
WotR
Armor B
Traits:
Heavy Armor
Corrupted
Elite
To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
Manor House Card 7:
Vulture
WotR
Ally C
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.
Manor House Card 8:
Battle Aspergillum
WotR
Weapon C
Traits:
Mace
Melee
Bludgeoning
Elite
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Manor House Card 9:
Longsword
WotR
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Location #6: Temple of Iomedae
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mother Myrtle

Location #7: Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Crowe

Family Tomb Card 1:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Family Tomb Card 2:
Temptation of Lucre
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Family Tomb Card 3:
Zombie
WotR
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Family Tomb Card 4:
Blackfire Adept
WotR
Henchman B
Type: Monster
Traits:
Human
Conjurer
Cultist
To Defeat:
Combat 11
OR Arcane 8
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, the Blackfire Adept is undefeated.
If undefeated, discard the top card of the blessings deck; if that card has the Corrpted trait, discard an addition card.
If defated, you may immediately attempt to close the location this henchman came from.
Family Tomb Card 5:
Javelin
WotR
Weapon B
Traits:
Spear
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.


Deck Handler

On Mother Myrtle's turn: send Force Missile to Recovery
Recharge Force Missile? Arcane 6: 1d8 + 1 ⇒ (4) + 1 = 5

It is the hour of Shelyn

Erasmus Power: At the start of any turn, you may choose a card type and recharge every card of that type; add the number of cards recharged to your checks until the end of the turn. Recharge Mind Thrust
This turn, +1 to all checks due to Erasmus Power

Move to:Family Tomb
Location Power: When a character dies, all characters at this location die.

Free exploration

Family Tomb Card 1 is 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.

Cha 6: 1d8 + 1 ⇒ (1) + 1 = 2

End turn

Reset Hand, revealing Cloud Puff to increase hand size to 6

Erasmus wrote:

Hand: Cold Iron Longsword, Heavy Crossbow, Mace, Stalking Armor, Cloud Puff, Blessing of the Gods 2,

Displayed: Spirit Relatives (Nissa),
Deck: 11 Discard: 6 Buried: 1
Current Location: Family Tomb
Hero Points: 0
Tshirt Reroll: Available

NOTES:
Available Support: Blessings always available unless otherwise noted.

Heavy Crossbow: discard add 1d4 to a distant combat check

Cloud Puff: Bury to allow a character at your location to ignore a bane’s powers that happen before and after you act. (Only use if urgent since Erasmus is unlikely to make the check to prevent it from being buried)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Vine Leshy, Blessing of the Green Faith 1
Recharged: Blessing of the Green Faith 2, Sosiel Vaenic, Magic Padded Armor, Magic Shield, The Missing Eye, Heavy Pick, Planchette, Fan of Flames, Mind Thrust,
Discard Pile: Quarterstaff of Vaulting (Core), Blessing of the Gods 1, Blessing of the Elements, Blessing of the Elements 1, Bat, Force Missile (Core),
Buried Pile: Harrow Deck,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Nissa: +1d4+# for Strength, Melee: Strength
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Nissa: +1d4+# for Constitution: Fortitude
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +1

Favored Card: {My choice: Weapon}
Hand Size:
Proficiencies:
{Weapons}
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add (☐ 1 plus) the number of cards recharged to your checks until the end of the turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives (Nissa: Strength, Melee: Strength, Fortitude: Constitution).


Deck Handler // Searching for: Blessing 5 > Blessing 4

Hour of Sarenrae

Move to Family Tomb. Free Explore and encounter Temptation of Lucre
Draw from Random:
Wand of Cancellation (from Random List)
Manual of War (from ACG site)

Spoiler:

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.

Nectar of the Gods (from ACG site)
Spoiler:

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.
Add Manual of War to hand. Every character must discard a card.
Discard Manual of War


End of turn, recharge Sword Cane to move to Manor House

Merisiel wrote:

Hand: Dagger, Patrician's Armor, Smoke Bomb, Blessing of Abadar, Blessing of the Spy 1,

Displayed:
Deck: 7 Discard: 4 Buried: 1
Current Location: Manor House
Hero Points: 0

NOTES:
Available Support: Blessing of Abadar available. Dagger: 1d4 Local Combat

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Rapier, Blessing of the Spy 2, Lasso
Recharged: Magnifying Glass, Thieves' Tools, Scale Mail, Sword Cane,
Discard Pile: Spyglass, Mouse, Blessing of Asmodeus, Manual of War,
Buried Pile: Blessing of Ascension,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Intelligence: Craft + 2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2

Favored Card: Item
Hand Size:
Proficiencies:
☑ Weapons
POWERS:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


Merisiel quietly enters the tomb Crowe and Erasmus are investigating. This being not the first tomb she's robbed, she finds a special hidden but not secure alter where some artifacts of the deceased inhabitants lay, a wand, a book, and a bottle. Knowing she has one chance to get this right, she makes a quick decision to grab the book. She snatches it expertly and quickly, and as she does a mechanism moves a crushes the space where the book used to be. Something else is now alive in the tomb, making things quite frigid. She'll have to review this Manual of War later.

She beats a hasty exit to the Manor House. Apparently, the summoner we've been hunting is here and hiding.

Family Tomb: Banish 2. Acquire Manual of War from Random (Item 1)
Everyone must discard a card.


Deck Handler

Discard Heavy Crossbow


Deck Handler

Turn Order: Crowe/MauveAvengr, Kess/dinketry, Mother Myrtle/Bigguyinblack, Erasmus/Abraham Z., Merisiel/Nathan Davis
Out of Turn Updates: Banish Strength to Recovery for Mother Myrtle. Discard Longsword on Merisiel's turn due to Temptation of Lucre.

Turn: Turn 16 - Blessing of Baphomet

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

SOT: N/a

Move: Stay at Family Tomb

Explore: Zombie

Zombie:
Zombie
WotR
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

Reveal Gallivance to do Melee+1d6+1.

Combat 9: 1d12 + 1 + 1d6 + 1 ⇒ (3) + 1 + (2) + 1 = 7 Use Paizo reroll to reroll the 1d12

Combat 9 w/ Paizo reroll: 1d12 + 1 + 2 + 1 ⇒ (5) + 1 + 2 + 1 = 9

Defeated!

End Turn: Reset hand.

Recovery:

-Strength: Arcane 8: 1d8 + 3 ⇒ (2) + 3 = 5

[u]Summary[/u]:
Move: Family Tomb
Acquired: N/a
Banished: Family Tomb Card 3: Zombie
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe watches as his companions find their way to the tomb. "Finally, you show up," he says exhausted. "Let's go deeper. I thought I heard some noises coming from this way.". He points down a long, dark corridor. Not afraid, but tired. He moves deeper. Bones litter the floor as he steps forward.

A creature lunges out at the man but he quickly dispatches it without question. "What was that?" he glances at the creature before realizing it was not living. "Good. Stay dead this time."

Crowe wrote:

Hand: Gallivance, Blackjacket, Earthbreaker, Magic Weapon, Blessing of Gorum,

Displayed:
Deck: 4 Discard: 6 Buried: 2
Current Location: Family Tomb
Hero Points: 0
2-1B Paizo Reroll: USED
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Compass, Flame Staff, Blessing of Erastil, Spellcharger Jerkin
Recharged:
Discard Pile: Blessing of Kols, Protect, Explorer's Staff, Blessing of Ascension, Blessing of the Samurai, Longsword,
Buried Pile: Hide Armor, Falcata,

Skills and Powers:
SKILLS
Strength d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
You may bury a card to add 1d10 (☐ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3.


During This Adventure:

Servitor Demon:
Demonling
Spoiler:
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
The Demonling is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Perception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
Serving as a familiar is humiliating. If a demonling outlives his master, he'll seek outers to humiliate.

During This Scenario: When a character would play an ally, roll 1d6. On a 1 or 2, she instead buries the ally and, after resolving any check she is attempting, summons and encounters the henchman Demonling.

Additional Rules:

Villain:
Tancred Desimire
Spoiler:
WotR Villain B
Type: Monster
Traits: Human Conjurer
To Defeat: Combat 15 OR Arcane 12
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded. Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.
"Those who summon things from beyond the pale better be able to pull them back_" ---Tancred Desimire

Henchmen:
Blackfire Adept
Spoiler:
WotR Henchman B
Type: Monster
Traits: Human Conjurer Cultist
To Defeat: Combat 11 OR Arcane 8
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, the Blackfire Adept is undefeated. If undefeated, discard the top card of the blessings deck; if that card has the Corrpted trait, discard an addition card. If defated, you may immediately attempt to close the location this henchman came from.

Cultist of Baphomet
Spoiler:
WotR Henchman B
Type: Monster
Traits: Human Cleric Cultist Veteran
To Defeat: Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number. Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you. If undefeated, shuffle the top card of the blessings deck into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.

Party Tracker

Scenario Level (#): 1

Turn: 17, Kess/dinketry

Random Cards:

Monsters
Spoiler:
Wrecker Demon
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_

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

Spoiler:
Mandragora
WotR
Monster 1
Traits:
Plant
To Defeat:
Combat 11
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses_

Spoiler:
Giant Fly
WotR
Monster B
Traits:
Vermin
Elite
To Defeat:
Combat 9
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
You're going to need a bigger flyswatter_

Spoiler:
Mongrel Wizard
WotR
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.

Barriers
Spoiler:
Temptation of Invincibility
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

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

Spoiler:
Baleful Shadows
WotR
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.

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

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

Weapons
Spoiler:
Longspear
WotR
Weapon C
Traits:
Spear
Melee
Piercing
2-Handed
Basic
To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

Spoiler:
Bolas
WotR
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.

Spoiler:
Hand Crossbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

Spoiler:
Hand Crossbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

Spoiler:
Lance +1
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.

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

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

Spoiler:
Brilliance
WotR
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Spoiler:
Fireblade
WotR
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Fiery Glare
WotR
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
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 10 check to recharge this card instead of discarding it.

Armors
Spoiler:
Helm of the Valkyrie
WotR
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 6
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Corroded Helm
WotR
Armor B
Traits:
Heavy Armor
Corrupted
Elite
To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Spoiler:
Leather Armor
WotR
Armor C
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Spoiler:
Padded Armor
WotR
Armor C
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Spoiler:
Magic Scale Mail
WotR
Armor B
Traits:
Heavy Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Trapsmith Gloves
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Dexterity
Disable 7
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.

Spoiler:
Potion of Nightvision
WotR
Item C
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may examine the top 3 cards of the location deck, then shuffle it.

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

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

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

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

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

Spoiler:
Vulture
WotR
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.

Spoiler:
Teamster
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Constitution
Fortitude 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard thi card to explore your location.

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 1 MotherMyrtle/Bigguyinblack
Blessing of Iomedae
WotR
Blessing C
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 2 Erasmus/AbrahamZ.
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 3 Merisiel/NathanDavis
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 4 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 4 Crowe/MauveAvenger
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 5 Kess/dinketry:
Spoiler:
Hourglass Card 5 Kess/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 6 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 6 MotherMyrtle/Bigguyinblack
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 7 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 7 Erasmus/AbrahamZ.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 8 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 8 Merisiel/NathanDavis
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 9 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 9 Crowe/MauveAvenger
Blessing of Pulura
WotR
Blessing C
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Kess/dinketry:
Spoiler:
Hourglass Card 10 Kess/dinketry
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 11 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 11 MotherMyrtle/Bigguyinblack
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 12 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 12 Erasmus/AbrahamZ.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 13 Merisiel/NathanDavis
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Location #1: Befouled Altar
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: Defender's Heart
Closed
At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kess

Location #3: Marketplace
Closed
At This Location: At the end of your turn, you may give a card to any character.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #4: Armory
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #5: Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Tancred Desimire

Manor House Card 1:
Potion of Beast Skin
WotR
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.
Manor House Card 2:
Sin Seeker
WotR
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.
Manor House Card 3:
Tancred Desimire
WotR
Villain B
Type: Monster
Traits:
Human
Conjurer
To Defeat:
Combat 15
OR Arcane 12
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.
"Those who summon things from beyond the pale better be able to pull them back_" ---Tancred Desimire
Manor House Card 4:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Manor House Card 5:
Skitter
WotR
Spell B
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.
Manor House Card 6:
Corroded Helm
WotR
Armor B
Traits:
Heavy Armor
Corrupted
Elite
To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
Manor House Card 7:
Vulture
WotR
Ally C
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.
Manor House Card 8:
Battle Aspergillum
WotR
Weapon C
Traits:
Mace
Melee
Bludgeoning
Elite
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Manor House Card 9:
Longsword
WotR
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Location #6: Temple of Iomedae
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mother Myrtle

Location #7: Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Crowe, Erasmus, Merisiel

Family Tomb Card 1:
Blackfire Adept
WotR
Henchman B
Type: Monster
Traits:
Human
Conjurer
Cultist
To Defeat:
Combat 11
OR Arcane 8
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, the Blackfire Adept is undefeated.
If undefeated, discard the top card of the blessings deck; if that card has the Corrpted trait, discard an addition card.
If defated, you may immediately attempt to close the location this henchman came from.
Family Tomb Card 2:
Javelin
WotR
Weapon B
Traits:
Spear
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.


Deck Handler // Searching for: Blessing 5 > Blessing 4

Small but important retcon. All of my draws where basic. I acquire none and no one needs to discard cards.

Also, correction to the BR post, Merisiel ended turn at Manor House


Deck Handler

The hour is that of Shax. Move to the Manor House.

The gnome leads Kess to a sumptuous manor house in a well-off section of Kenabres. Kess looks around and gives a low whistle.

"I'll have to fight until I'm long in the tooth to buy one of these." She follows the gnome in through the servant's entrance after confirming a stealthy approach.

Free explore and encounter Potion of Beast Skin. As per location, draw another random item: Trapsmith Gloves. Not interested in either. Banish the gloves.

Intelligence (4) Check: 1d6 ⇒ 3 FAIL! Banish. Discard Apprentice to explore again. I think.

Kess waves off an offered extract of some sort. "No thanks, I'm straight."

Is my Ally really a Demon?: 1d6 ⇒ 2 ARRRGH. Bury Apprentice and summon Demonling.

Once the door closes, the gnome transforms into a demon-tainted humanoid, fangs and claws galore. "You were leading me into a trap all along!" Kess grunts, unsheathing her weapons.

BYA Wisdom (7) Check: 1d4 ⇒ 4 Auto-FAIL! DC increased by 3.

Combat (11) Check: 1d10 + 3 + 1d12 ⇒ (10) + 3 + (3) = 16 SUCCESS! Heal Athlete. Discard Blessing of Torag to explore again. Encounter Sin Seeker. Display next to deck. End turn and reset hand.

Kess swings her fist at the duplicitous demon, but the creature disappears in a puff of smoke! Unbeknownst to the brawler, the demon polymorphs into a demonic beetle and burrows into Kess' hand-wraps. The infesting demon pauses, biding its time while Kess whirls about in consternation, trying to get a bead on her foe.

Kess wrote:

Hand: Retainer, Mattock, Bronzed Leather, Magic Padded Armor, Blessing of Lamashtu,

Displayed: Sin Seeker,
Deck: 9 Discard: 2 Buried: 2
Hero Points: 0
NOTES:
Available Support: Blessing available.
Movement: Wherever I'm needed.
Other: Tshirt reroll: USED

Deck, Discard, Buried:

Reloaded: Iron Knuckles, Horn of Battle Clarity, Staff of Minor Healing, Guide, Athlete, Blessing of the Quartermaster, Padded Armor,
Middle of Deck (Unknown Order): Horn of Battle Clarity, Padded Armor, Guide, Fencer, Blessing of the Quartermaster, Staff of Minor Healing, Iron Knuckles
Recharged:
Discard Pile: Straitjacket, Blessing of Torag,
Buried Pile: Recruit, Apprentice,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +3
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Charisma +1

Role Card: None
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
X
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).


deck handler

Blessing of Iomedae in effect.

Move to Family Tomb.

Family Tomb Card 1: Blackfire Adept:

WotR
Henchman B
Type: Monster
Traits:
Human
Conjurer
Cultist
To Defeat:
Combat 11
OR Arcane 8
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, the Blackfire Adept is undefeated.
If undefeated, discard the top card of the blessings deck; if that card has the Corrpted trait, discard an addition card.
If defated, you may immediately attempt to close the location this henchman came from.

Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, the Blackfire Adept is undefeated. Pausing for someone to fight the Servitor demon.


Deck Handler

Putting Heavy Crossbow back in hand due to retcon of Merisiel's encounter with Temptation of Lucre.


Deck Handler

When Mother Myrtle encounters the henchman at Family Tomb, Erasmus takes the BA Servitor Demon.

Demonling:

Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
The Demonling is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Perception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
Serving as a familiar is humiliating. If a demonling outlives his master, he'll seek outers to humiliate.

BA Perception 7, reveal Stalking Armor: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Reveal Cold Iron Longsward
Combat 8: 1d6 + 1d4 + 1 + 1d8 + 1d4 ⇒ (5) + (1) + 1 + (1) + (4) = 12Defeated


deck handler

combat 11 vs Blackfire Adept casting Immolate (Core): 1d12 + 1d4 + 2d4 ⇒ (1) + (3) + (4, 1) = 9
product reroll on the d12: 1d12 ⇒ 11

19 succeeds. Before closing set aside card 2 Javelin . Summon and encounter Wight to close. "Before you act, the Wight deals 1 Cold damage to a random character at your location; when that character is dealt damage, she buries those cards instead of discarding them."

random character at this location 1. Mother Myrtle, 2. Erasmus, 3. Crowe: 1d3 ⇒ 1

Recharge Tussah Silk Coat to prevent the cold damage. Banish Holy Water Grenade to defeat Wight. Location is closed. Shuffle Javelin into location on close.

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Immolate (Core): Arcane 7: 1d12 + 1d4 ⇒ (6) + (1) = 7 -> Immolate (Core) recharged.
Holy Water Grenade: Craft 8: 1d12 + 2 ⇒ (3) + 2 = 5 -> Holy Water Grenade banished.

Mother Myrtle resets their hand.

Mother Myrtle wrote:

Hand: Mendevian Crusader, Porcupine (Core), Researcher, Marianix Karn, Snake (Core), Acid Arrow (Core),

Displayed: Elixir of Energy Resistance,
Deck: 10 Discard: 2 Buried: 0
"Current Location: Family Tomb
Hero Points: 0"
"NOTES:
Available Support: Blessings are available for use. I wannt to hold on to Acid Arrow.
Product reroll: used

Porcupine (Core): On a local check against an Animal monster, recharge to add 1d8.

Movement: Move me to Erasmus if my location closes.
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Elements 2, Acid Flask (Core) 2, Fire Bolt, Recruit, Dog (Core), Acid Flask (Core) 1
Recharged: Elixir of Healing, Blast Stone (Core), Tussah Silk Coat, Immolate (Core),
Discard Pile: Burst Bonds, Glaive +1,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Knowledge Intelligence +2"
(Arcane: Wisdom +0)
"Craft Wisdom +2"
"Survival Wisdom +2"

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill ([x] +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.

Family Tomb is closed. Family Tomb card 2 shuffled into location.


Deck Handler

It is the hour of Abadar

Location Power:
Erasmus Power: At the start of any turn, you may choose a card type and recharge every card of that type; add the number of cards recharged to your checks until the end of the turn. Recharge Stalking Armor
This turn, +1 to all checks due to Erasmus Power

Give card: Heavy Crossbow to Crowe

Move to: Manor House
Location Power: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.

Free exploration

Manor House Card 3 is Tancred Desimire (the villain):

WotR
Villain B
Type: Monster
Traits:
Human
Conjurer
To Defeat:
Combat 15
OR Arcane 12
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.
"Those who summon things from beyond the pale better be able to pull them back_" ---Tancred Desimire

All other locations are already closed, so none need to be temp closed, so the Desimire's first power doesn't do anything.

Send Cloud Puff to Recovery to ignore the BA

Ask Crowe to discard Blessing of Gorum to double bless
Ask Merisiel to recharge Dagger to freely add 1d4
Recharge Cold Iron Longsword
Combat 15: 3d6 + 1d4 + 1 + 1 + 1d8 + 1d6 + 1d4 ⇒ (1, 1, 4) + (4) + 1 + 1 + (7) + (2) + (4) = 25

Face to face with the foul conjurer, Erasmus wastes no time running him through with his longsword, with some help from his friends.

We win!


“There has been a development,” the Herald proclaims. “While we were hunting demonlings, a flock of monstrous bats descended upon the tower that held the witch Faxon. Our guards were swiftly overpowered, and the bats flew the witch to safety.

The Herald then turns to look out upon the desolation of the Worldwound. “We believe they were headed to the Fort Clearwater outpost. We must meet them there. They will regret that they ever trifled with us!”

Mount up! The Worldwound awaits.

REWARD
For the rest of the Adventure Path, when setting up each scenario, 1 player may temporarily replace 1 item in her deck with the loot Scale of Disguise. At the end of each scenario, return the loot to the game box.

Scale of Disguise:
Loot Item 1
Traits:
Object
Magic
Terendelev

Recharge this card to add 1 to your non-combat check, or 2 to your non-combat Charisma, Diplomacy, or Stealth check.

HERO POINT
Each character earns 1 Hero Point, and may spent it on a Skill or Card feat.

ACQUIRED CARDS

  • Recruit (Ally B)
  • Bat (Ally B)
  • Apprentice (Ally B)
  • Raconteur (Ally B)
  • Mendevian Crusader (Ally B)

  • Padded Armor (Armor B)
  • Scale Mail (Armor B)
  • Magic Shield (Armor B)
  • Hide Armor (Armor B)
  • Magic Padded Armor (Armor C)

  • Blessing of Ascension (Blessing B)
  • Blessing of Ascension (Blessing B)

  • Protect (Spell 1)
  • Burst Bonds (Spell B)

  • Cold Iron Longsword (Weapon 1)
  • Mace (Weapon C)
  • Heavy Pick (Weapon B)
  • Heavy Crossbow (Weapon B)
  • Glaive +1 (Weapon B)


To Fort Clearwater you ride! This outpost on the edge of the Worldwound was once a gallant roadblock against the onrush of demons. Now all communication from Fort Clearwater has ceased, a situation that gravely concerns the Herald of Iomedae.

Fort Clearwater is one of the most important links in a line of defenses preventing the Worldwound’s demon hordes from corrupting the lands of Ustalav, Numeria, and Mendev. Along the Moutray and West Sellen rivers, the champions of Iomedae have placed powerful wardstones that hold evil at bay. Should they break, the entire countryside would fall.

After your last foray against the cult of Baphomet, the Herald broke the news that the pitborn witch Faxon had escaped from the queen’s custody. Giant bats descended upon the Watchtower that held him, and he rode skyward into the night. Normally, bats could not be expected to coordinate their actions in such a sinister manner. The demon hordes are obviously using the very forces of nature against you.

You must venture into the dark lands. First, you must march down the West Sellen. The fort was named after the river’s once-clear waters, but demonic inf luence now befouls the river. No fish swim here, and no animals drink near the filth that washes up on its riverbanks. Next, you must steadily make your way through Storasta. Long ago, it was one of Sarkoris’s mightiest cities, but giant bats have overrun it.

No other beings would dare inhabit the city... no other being save one, that is. The fiendish tree Carrock has marshaled the colony against the queen’s crusaders. If you can break his control over the giant bats, you can clear a path to Fort Clearwater.

DURING THIS SCENARIO
When a character defeats a barrier during an exploration, that character may immediately explore again.
When a barrier is undefeated, discard the top card of the blessings deck.

Cohorts: Anevia Tirabade, Aron Kir

Anevia Tirabade:
Cohort 1

Traits:
Human
Rogue
Mendevian
Veteran

Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location.
At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.


Aron Kir:
Cohort 1

Traits:
Human
Rogue
Mendevian
Veteran

Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location. If you don't have a role card, bury any cards that have the Liquid trait.
Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location.


During This Adventure:

Servitor Demon:
Demonling
Spoiler:
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
The Demonling is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Perception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
Serving as a familiar is humiliating. If a demonling outlives his master, he'll seek outers to humiliate.

During This Scenario: When a character defeats a barrier during an exploration, that character may immediately explore again.
When a barrier is undefeated, discard the top card of the blessings deck.

Additional Rules:

Villain:
Carrock
Spoiler:
Villain 1
Type: Monster
Traits: Demon Druid Plant
To Defeat: Combat 15
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, Carrock deals 1 Ranged Combat damage to you.
After you act, Carrock deals 1 Ranged Combat damage to you.

Henchmen:
Giant Bat
Spoiler:
Henchman 1
Type: Monster
Traits: Animal
To Defeat: Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Party Tracker

Scenario Level (#): 1

Location #1: Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Location #2: Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:

Location #3: Dark Forest
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:

Location #4: Collapsing Bridge
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 1
Located/Displayed Here:

Location #5: Abyssal River
Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:

Location #6: Wounded Lands
Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Location #7: 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:


Deck Handler

Kess would like to start at the Cemetery. Perhaps with Anevia Tirabade in tow?

Kess wrote:

Hand: Retainer, Blessing of the Quartermaster, Straitjacket, Recruit, Magic Padded Armor, Anevia Tirabade,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing available. Recruit can give a slight boost to local combats.
Movement: I'll move to the Collapsing Bridge right away. I'll be good there.
Other: Tshirt reroll: NOT USED

Deck, Discard, Buried:

Reloaded: Bronzed Leather, Iron Knuckles, Mattock, White War Paint, Scale of Disguise, Guide, Athlete, Blessing of Torag, Blessing of Lamashtu,
Middle of Deck (Unknown Order): Blessing of Lamashtu, Fencer, Blessing of Torag, White War Paint, Bronzed Leather, Athlete, Staff of Minor Healing, Scale of Disguise, Iron Knuckles
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +3
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Charisma +1

Role Card: None
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
X
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).


Deck Handler

Crowe will start at the Wounded Lands.

Perhaps start with Aron Kir?

Crowe wrote:

Hand: Longsword, Earthbreaker, Strength, Spellcharger Jerkin, Compass, Aron Kir,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Wounded Lands
Hero Points: 0
2-1B Paizo Reroll: USED
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gallivance, Blessing of Kols, Hammer, Flame Staff, Magic Weapon, Blessing of Gorum, Falcata, Blessing of Erastil, Blackjacket, Blessing of the Samurai
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
You may bury a card to add 1d10 (☐ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3.


Deck Handler
Kess wrote:

Hand: Retainer, Blessing of the Quartermaster, Straitjacket, Recruit, Magic Padded Armor,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing available. Recruit can give a slight boost to local combats.
Movement: I'll move to the Collapsing Bridge right away. I'll be good there.
Other: Tshirt reroll: NOT USED

Deck, Discard, Buried:

Reloaded: Bronzed Leather, Iron Knuckles, Mattock, White War Paint, Scale of Disguise, Guide, Athlete, Blessing of Torag, Blessing of Lamashtu,
Middle of Deck (Unknown Order): Fencer, Blessing of Lamashtu, Mattock, White War Paint, Bronzed Leather, Staff of Minor Healing, Blessing of Torag, Athlete, Iron Knuckles
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +3
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Charisma +1

Role Card: None
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
X
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).


Deck Handler // Searching for: Blessing 5 > Blessing 4

Starting at Mother Myrtle's location. With Anevia Tirabade

Merisiel wrote:

Hand: Sword Cane, Captain's Cutlass, Patrician's Armor, Smoke Bomb, Marianix Karn, Anevia Tirabade,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Manor House
Hero Points: 0

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mouse, Blessing of the Spy 1, Blessing of the Spy 2, Blessing of Abadar, Magnifying Glass, Thieves' Tools, Lasso, Blessing of Asmodeus, Spyglass, Dagger
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Intelligence: Craft + 2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2

Favored Card: Item
Hand Size:
Proficiencies:
☑ Weapons
POWERS:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


Deck Handler

Erasmus starts at Wounded Lands (to provide Nissa benefits to Crowe).

Favored Card: Weapon

Erasmus wrote:

Hand: The Missing Eye, Quarterstaff of Vaulting (Core), Planchette, Vine Leshy, Blessing of the Gods 2,

Displayed: Spirit Relatives (Nissa),
Deck: 11 Discard: 0 Buried: 0
Current Location: Wounded Lands
Hero Points: 0
Tshirt Reroll: Available

NOTES:
Available Support: Blessings always available unless otherwise noted.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Green Faith 1, Cloud Puff, Spirit Surge, Blessing of the Gods 1, Force Missile (Core), Harrow Deck, Mind Thrust, Blue Star, Blessing of the Green Faith 2, Stalking Armor, Blessing of the Elements
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Nissa: +1d4+# for Strength, Melee: Strength
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Nissa: +1d4+# for Constitution: Fortitude
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +1

Favored Card: {My choice: Weapon}
Hand Size:
Proficiencies:
{Weapons}
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add (☐ 1 plus) the number of cards recharged to your checks until the end of the turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives (Nissa: Strength, Melee: Strength, Fortitude: Constitution).


deck handler

Start at Wounded Lands.

Mother Myrtle wrote:

Hand: Porcupine (Core), Acid Arrow (Core), Blessing of the Elements 1, Acid Flask (Core) 1, Researcher, Elixir of Healing,

Displayed:
Deck: 9 Discard: 0 Buried: 0
"Current Location: Wounded Lands
Hero Points: 0"
"NOTES:
Available Support: Blessings are available for use. I wannt to hold on to Acid Arrow or Acid Flask.
Product reroll: used

Blessing of the Elements: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.

Porcupine (Core): On a local check against an Animal monster, recharge to add 1d8.

Movement: Move me to Erasmus if my location closes.
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Elements 2, Dog (Core), Snake (Core), Acid Flask (Core) 2, Elixir of Energy Resistance, Tussah Silk Coat, Blast Stone (Core), Immolate (Core), Fire Bolt
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Knowledge Intelligence +2"
(Arcane: Wisdom +0)
"Craft Wisdom +2"
"Survival Wisdom +2"

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill ([x] +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.


During This Adventure:

Servitor Demon:
Demonling
Spoiler:
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
The Demonling is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Perception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
Serving as a familiar is humiliating. If a demonling outlives his master, he'll seek outers to humiliate.

During This Scenario: When a character defeats a barrier during an exploration, that character may immediately explore again.
When a barrier is undefeated, discard the top card of the blessings deck.

Additional Rules:

Villain:
Carrock
Spoiler:
Villain 1
Type: Monster
Traits: Demon Druid Plant
To Defeat: Combat 15
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, Carrock deals 1 Ranged Combat damage to you.
After you act, Carrock deals 1 Ranged Combat damage to you.

Henchmen:
Giant Bat
Spoiler:
Henchman 1
Type: Monster
Traits: Animal
To Defeat: Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Party Tracker

Scenario Level (#): 1

Turn: 1, Merisiel/NathanDavis

Random Cards:

Monsters
Spoiler:
Cave Viper
WotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
All damage dealt by a Cave Viper is Poison damage.
Before you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.
Cave vipers track you by scent; they smell you before you see them_

Spoiler:
Man-Eating Aurochs
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_

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

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

Spoiler:
Cambion
WotR
Monster C
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_

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

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

Spoiler:
Crazed Cultists
WotR
Barrier 1
Traits:
Skirmish
Cultist
Elite
To Defeat:
None 0
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

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

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

Weapons
Spoiler:
Battle Aspergillum
WotR
Weapon C
Traits:
Mace
Melee
Bludgeoning
Elite
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Spoiler:
Bolas
WotR
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.

Spoiler:
Longsword
WotR
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Shortbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Spoiler:
Longspear
WotR
Weapon B
Traits:
Spear
Melee
Piercing
2-Handed
Basic
To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

Spells
Spoiler:
Force Missile
WotR
Spell C
Traits:
Magic
Arcane
Attack
Force
Basic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spoiler:
Dazzle
WotR
Spell B
Traits:
Magic
Arcane
Attack
Mental
Basic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spoiler:
Detect Demon
WotR
Spell B
Traits:
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 4
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Skitter
WotR
Spell B
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.

Spoiler:
Create Pit
WotR
Spell B
Traits:
Magic
Arcane
Trap
Basic
To Acquire:
Intelligence
Arcane 6
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding or burying it.

Armors
Spoiler:
Magic Padded Armor
WotR
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 4
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Wooden Shield
WotR
Armor B
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

Spoiler:
Magic Half-Plate
WotR
Armor B
Traits:
Heavy Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Stalking Armor
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
Spoiler:
Blood Periapt
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Constitution
Fortitude 4
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.

Spoiler:
Potion of Nightvision
WotR
Item C
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may examine the top 3 cards of the location deck, then shuffle it.

Spoiler:
Ring of Climbing
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Strength
Constitution 6
After you shuffle a location deck, reveal this card; examine the top card of that deck. You may not use this power more than once per check or step.

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

Spoiler:
Codex
WotR
Item C
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Allies
Spoiler:
Athlete
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Dexterity
Acrobatics 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location.

Spoiler:
Riding Horse
WotR
Ally B
Traits:
Animal
Mount
Basic
To Acquire:
Wisdom
Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Spoiler:
Chief Sull
WotR
Ally 1
Traits:
Mongrel
Aristocrat
Elite
To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.

Spoiler:
Frilled Lizard
WotR
Ally C
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 7
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.

Spoiler:
Blackwing Librarian
WotR
Ally B
Traits:
Human
Wizard
Basic
To Acquire:
Intelligence
Knowledge 6
OR Diplomacy 8
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.

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

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

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

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

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

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 1 Crowe/MauveAvenger
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Kess/dinketry:
Spoiler:
Hourglass Card 2 Kess/dinketry
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 3 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 3 MotherMyrtle/Bigguyinblack
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 4 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 4 Erasmus/AbrahamZ.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 5 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 5 Merisiel/NathanDavis
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 6 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 6 Crowe/MauveAvenger
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 7 Kess/dinketry:
Spoiler:
Hourglass Card 7 Kess/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 8 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 8 MotherMyrtle/Bigguyinblack
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 9 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 9 Erasmus/AbrahamZ.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 10 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 10 Merisiel/NathanDavis
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 11 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 11 Crowe/MauveAvenger
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 12 Kess/dinketry:
Spoiler:
Hourglass Card 12 Kess/dinketry
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.
Hourglass Card 13 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 13 MotherMyrtle/Bigguyinblack
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 14 Erasmus/AbrahamZ.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 15 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 15 Merisiel/NathanDavis
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 16 Crowe/MauveAvenger
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Kess/dinketry:
Spoiler:
Hourglass Card 17 Kess/dinketry
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 18 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 18 MotherMyrtle/Bigguyinblack
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 19 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 19 Erasmus/AbrahamZ.
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 20 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 20 Merisiel/NathanDavis
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 21 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 21 Crowe/MauveAvenger
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Kess/dinketry:
Spoiler:
Hourglass Card 22 Kess/dinketry
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 23 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 23 MotherMyrtle/Bigguyinblack
Blessing of Shax
WotR
Blessing C
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 24 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 24 Erasmus/AbrahamZ.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 25 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 25 Merisiel/NathanDavis
Blessing of Ascension
WotR
Blessing C
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 26 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 26 Crowe/MauveAvenger
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 27 Kess/dinketry:
Spoiler:
Hourglass Card 27 Kess/dinketry
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 28 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 28 MotherMyrtle/Bigguyinblack
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 29 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 29 Erasmus/AbrahamZ.
Blessing of Iomedae
WotR
Blessing C
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.

Location #1: Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Cavern Card 1:
Giant Bat
WotR
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Cavern Card 2:
Baleful Shadows
WotR
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.
Cavern Card 3:
Spiked Pit Trap
WotR
Barrier C
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.
Cavern Card 4:
Caltrop Bead
WotR
Item B
Traits:
Object
Magic
Basic
To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Cavern Card 5:
Crocodile
WotR
Monster B
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
Ifthe check to defeat has the Cold trait, add 1d6.
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.
This reptile lunges out of the placid water with shocking speed_
Cavern Card 6:
Recruit
WotR
Ally C
Traits:
Human
Soldier
Basic
To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Cavern Card 7:
Mongrel Ranger
WotR
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_
Cavern Card 8:
Flaming Heavy Pick +1
WotR
Weapon C
Traits:
Pick
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Cavern Card 9:
Giant Amoeba
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
Cavern Card 10:
Magic Shield
WotR
Armor B
Traits:
Shield
Offhand
Magic
Elite
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Location #2: Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Kess
Cemetery Card 1:
Rat Swarm
WotR
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Cemetery Card 2:
Carrock
None
Villain 1
Type: Monster
Traits:
Demon
Druid
Plant
To Defeat:
Combat 15
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, Carrock deals 1 Ranged Combat damage to you.
After you act, Carrock deals 1 Ranged Combat damage to you.
Cemetery Card 3:
Poison Spiked Pit Trap
WotR
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Cemetery Card 4:
Helm
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
Cemetery Card 5:
Scythe
WotR
Weapon B
Traits:
Scythe
Melee
Slashing
2-Handed
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.
Cemetery Card 6:
Mongrel Ranger
WotR
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_
Cemetery Card 7:
Horn of Battle Clarity
WotR
Item B
Traits:
Instrument
Magic
Elite
To Acquire:
Melee
Ranged
Charisma 7
Recharge this card to add 1d4 to any combat check by a character at your location, or 1d8 if you also reveal an ally or cohort that has the Hireling or Soldier trait.
Discard this card to search your discard pile for an ally or cohort that has the Hireling or Soldier trait from your discard pile. Shuffle it into your deck.
Cemetery Card 8:
Accursed Priest
WotR
Monster 1
Traits:
Undead
Cleric
Veteran
To Defeat:
Combat 11
OR Divine 8
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.
Cemetery Card 9:
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.
Cemetery Card 10:
Heavy Crossbow
WotR
Weapon C
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.

Location #3: Dark Forest
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:
Dark Forest Card 1:
Bilious Bottle
WotR
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Dark Forest Card 2:
Flames of the Faithful
WotR
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
Dark Forest Card 3:
Eagle Knight Dress Uniform
WotR
Armor 1
Traits:
Heavy Armor
Veteran
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Dark Forest Card 4:
Wolverine
WotR
Ally 1
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.
Dark Forest Card 5:
Giant Bat
WotR
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Dark Forest Card 6:
Giant Cockroach
WotR
Monster B
Traits:
Vermin
Basic
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.
Dark Forest Card 7:
Sage's Journal
WotR
Item C
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.
Dark Forest Card 8:
Constrictor Snake
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Dark Forest Card 9:
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Dark Forest Card 10:
Lance
WotR
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.

Location #4: Collapsing Bridge
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 1
Located/Displayed Here:
Collapsing Bridge Card 1:
Riding Horse
WotR
Ally B
Traits:
Animal
Mount
Basic
To Acquire:
Wisdom
Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Collapsing Bridge Card 2:
Corrupted Crusaders
WotR
Barrier C
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Collapsing Bridge Card 3:
Fortune-Teller
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.
Collapsing Bridge Card 4:
Bat
WotR
Ally C
Traits:
Animal
Elite
To Acquire:
WisdomSurvival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your first Ranged or Survival check.
Collapsing Bridge Card 5:
Frilled Lizard
WotR
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 7
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Collapsing Bridge Card 6:
Demonic Horde
WotR
Barrier C
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.
Collapsing Bridge Card 7:
Riding Horse
WotR
Ally B
Traits:
Animal
Mount
Basic
To Acquire:
Wisdom
Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Collapsing Bridge Card 8:
Worm Demon
WotR
Monster C
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_
Collapsing Bridge Card 9:
Mercenary
WotR
Monster C
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Collapsing Bridge Card 10:
Giant Bat
WotR
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Abyssal River
Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:
Abyssal River Card 1:
Glibness
WotR
Spell C
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
IntelligenceArcaneWisdomDivine 6
Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Abyssal River Card 2:
Carrion Golem
WotR
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack and Mental traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Abyssal River Card 3:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Abyssal River Card 4:
Ghoul
WotR
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Abyssal River Card 5:
Codex
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Abyssal River Card 6:
Temptation of Invincibility
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Abyssal River Card 7:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Abyssal River Card 8:
Mongrel Wizard
WotR
Monster C
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Abyssal River Card 9:
Caravan Guard
WotR
Ally B
Traits:
Human
Hireling
Elite
To Acquire:
Bury an armor
OR Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Abyssal River Card 10:
Giant Bat
WotR
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Wounded Lands
Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Crowe, Erasmus, Mother Myrtle, Merisiel
Wounded Lands Card 1:
Quarterstaff of Vaulting
WotR
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite
To Acquire:
Strength
Melee 9
OR Acrobatics 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.
Wounded Lands Card 2:
Temptation of Arms
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic weapons instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealt 1d4+1 Combat damage. Otherwise the barrier is defeated.
After you act, banish this barrier.
Wounded Lands Card 3:
Giant Bat
WotR
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Wounded Lands Card 4:
Pitborn Scoundrel
WotR
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.
Wounded Lands Card 5:
Baleful Shadows
WotR
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.
Wounded Lands Card 6:
Spiked Pit Trap
WotR
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Wounded Lands Card 7:
Teamster
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Constitution
Fortitude 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard thi card to explore your location.
Wounded Lands Card 8:
Magic Scale Mail
WotR
Armor B
Traits:
Heavy Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Wounded Lands Card 9:
Codex
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Wounded Lands Card 10:
Bunyip
WotR
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

Location #7: 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:
Canyon Card 1:
Ghost
WotR
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_
Canyon Card 2:
Cambion
WotR
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_
Canyon Card 3:
Mongrel Wizard
WotR
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Canyon Card 4:
Temptation of Lucre
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Canyon Card 5:
Corroded Helm
WotR
Armor B
Traits:
Heavy Armor
Corrupted
Elite
To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
Canyon Card 6:
Heavy Crossbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Canyon Card 7:
Spiked Pit Trap
WotR
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Canyon Card 8:
Giant Bat
WotR
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Canyon Card 9:
Apprentice
WotR
Ally B
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Canyon Card 10:
Rallying Cry
WotR
Barrier B
Traits:
Task
Cache
To Defeat:
None 0
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.


Deck Handler // Searching for: Blessing 5 > Blessing 4

Hour of Baphomet

Give Card to Mother Myrtle: Smoke Bomb


Move to Canyon and free explore and encounter Ghost
Reveal Captain's Cutlass (which has Magic Trait). Alone: Recharge Patrician's Armor

Combat Melee: 1d12 + 2 + 1d6 + 1 + 1d6 ⇒ (12) + 2 + (1) + 1 + (1) = 17 Banished

Discard Marianix Karn to explore and encounter Cambion
No Spells with Attack trait. Auto-fail BYA
Reveal and reload Sword Cane. Recharge Anevia Tirabade.

Combat Stealth 12: 1d12 + 3 + 2d4 + 1d6 + 1 ⇒ (8) + 3 + (4, 1) + (1) + 1 = 18

Merisiel wrote:

Hand: Dagger, Captain's Cutlass, Sword Cane, Blessing of the Spy 2, Thieves' Tools,

Displayed:
Deck: 9 Discard: 1 Buried: 0
Hero Points: 0

NOTES:
Available Support: Dagger: Local d4 for Combat
Other: Captain's Cutlass: Local Reduce 2 Combat Damage

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Asmodeus, Lasso, Magnifying Glass, Mouse, Blessing of Abadar, Spyglass, Blessing of the Spy 1
Recharged: Patrician's Armor, Anevia Tirabade,
Discard Pile: Marianix Karn,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Intelligence: Craft + 2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2

Favored Card: Item
Hand Size:
Proficiencies:
☑ Weapons
POWERS:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


Merisiel leaves her companions and climbs down into the Canyon with Anevia in tow. She catches sight of a ghost wandering forlornly. Before Anevia can react, Merisiel creeps up to it and dispatches it with deft slice of her newly found blade.

Apparently the ghost belonged to some demon-folk. A frustrated Campion rushes Merisiel, but Anevia trips the unlucky soul. Merisiel takes the opportunity and slides the blade of her Sword Cane through the creature.

Gave Card to Mother Myrtle: Smoke Bomb
Canyon: Banished 1-2


Deck Handler

Turn Order: Merisiel/Nathan Davis, Crowe/MauveAvengr, Kess/dinketry, Mother Myrtle/Bigguyinblack, Erasmus/Abraham Z.
Out of Turn Updates: N/a

Turn: Turn 2 - Blessing of Abadar

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

SOT: N/a

Move: Stay at Wounded Lands

Explore: Quarterstaff of Vaulting

Quarterstaff of Vaulting:
Quarterstaff of Vaulting
WotR
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite
To Acquire:
Strength
Melee 9
OR Acrobatics 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Add 1d4 due to Erasmus's Nissa

Melee 9: 1d12 + 2 + 1d4 ⇒ (12) + 2 + (1) = 15

Acquired. Will recharge Quarterstaff of Vaulting to put the second card of location on top of location, then discard Compass to explore again.

Explore 2: Giant Bat

Giant Bat:
Giant Bat
WotR
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Wisdom 9: 1d6 ⇒ 6

Difficulty increased by 3. Reveal Earthbreaker and bury Longsword to do Melee+2d6+1d10. Nissa adds 1d4.

Combat 10+3=13: 1d12 + 2 + 2d6 + 1d10 + 1d4 ⇒ (6) + 2 + (1, 1) + (8) + (3) = 21

Can attempt to close! Will ask Erasmus for Blessing of the Gods

Survival 8: 2d6 + 3 ⇒ (6, 1) + 3 = 10

Wounded Lands is closed! Bury Strength.

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Wounded Lands
Acquired: Wounded Lands Card 1: Quarterstaff of Vaulting
Banished: Wounded Lands Card 3: Giant Bat
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: Erasmus's Blessing of the Gods
Actions needed by other Player(s): N/a

Crowe brushes off his earthbreaker. "Fancy man. What do you expect we'll find here?" the shoanti asks. "These lands are barren. Nothing as the eye can see.".

After saying goodbye to Merisiel, the group wanders the lands, encountering very little. A small cave opens up ahead. Crowe decides to scout. "Very little here," he says as a bat ambushes him. Without blinking, Crowe finishes off the flying mammal. "Let's move on, shall we?"

Crowe wrote:

Hand: Earthbreaker, Blackjacket, Spellcharger Jerkin, Blessing of the Samurai, Aron Kir,

Displayed:
Deck: 9 Discard: 1 Buried: 2
Current Location: Wounded Lands
Hero Points: 0
2-1C Paizo Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gallivance, Blessing of Erastil, Blessing of Kols, Magic Weapon, Falcata, Hammer, Flame Staff, Blessing of Gorum
Recharged: Quarterstaff of Vaulting,
Discard Pile: Compass,
Buried Pile: Longsword, Strength,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
You may bury a card to add 1d10 (☐ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3.


Deck Handler

On Crowe's turn: discard BotGods 2


During This Adventure:

Servitor Demon:
Demonling
Spoiler:
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
The Demonling is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Perception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
Serving as a familiar is humiliating. If a demonling outlives his master, he'll seek outers to humiliate.

During This Scenario: When a character defeats a barrier during an exploration, that character may immediately explore again.
When a barrier is undefeated, discard the top card of the blessings deck.

Additional Rules:

Villain:
Carrock
Spoiler:
Villain 1
Type: Monster
Traits: Demon Druid Plant
To Defeat: Combat 15
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, Carrock deals 1 Ranged Combat damage to you.
After you act, Carrock deals 1 Ranged Combat damage to you.

Henchmen:
Giant Bat
Spoiler:
Henchman 1
Type: Monster
Traits: Animal
To Defeat: Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Party Tracker

Scenario Level (#): 1

Turn: 3, Kess/dinketry

Random Cards:

Monsters
Spoiler:
Giant Fly
WotR
Monster B
Traits:
Vermin
Elite
To Defeat:
Combat 9
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
You're going to need a bigger flyswatter_

Spoiler:
Pitborn Scoundrel
WotR
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Spoiler:
Man-Eating Aurochs
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_

Spoiler:
Mercenary
WotR
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_

Spoiler:
Ghost
WotR
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

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

Spoiler:
Temptation of Arms
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic weapons instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealt 1d4+1 Combat damage. Otherwise the barrier is defeated.
After you act, banish this barrier.

Spoiler:
Temptation of Arms
WotR
Barrier C
Traits:
Temptation
To Defeat:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic weapons instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealt 1d4+1 Combat damage. Otherwise the barrier is defeated.
After you act, banish this barrier.

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

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

Weapons
Spoiler:
Javelin
WotR
Weapon B
Traits:
Spear
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.

Spoiler:
Corrosive Dagger +1
WotR
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Spoiler:
Longspear
WotR
Weapon C
Traits:
Spear
Melee
Piercing
2-Handed
Basic
To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

Spoiler:
Composite Bow
WotR
Weapon C
Traits:
Bow
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

Spoiler:
Shortbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Spells
Spoiler:
Life Drain
WotR
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Healing
Elite
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

Spoiler:
Sagacity
WotR
Spell C
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Wisdom checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Spoiler:
Cure
WotR
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Cure
WotR
Spell C
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Enchanted Fang
WotR
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.
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 7 check to recharge this card instead of discarding it.

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

Spoiler:
Elven Chain Shirt
WotR
Armor 1
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Leather Armor
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Spoiler:
Magic Scale Mail
WotR
Armor B
Traits:
Heavy Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Hide Armor
WotR
Armor C
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Items
Spoiler:
Ring of Climbing
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Strength
Constitution 6
After you shuffle a location deck, reveal this card; examine the top card of that deck. You may not use this power more than once per check or step.

Spoiler:
Potion of Striding
WotR
Item C
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.

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

Spoiler:
Potion of Restoration
WotR
Item 1
Traits:
Liquid
Alchemical
Elite
To Acquire:
Intelligence
Craft 7
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.

Spoiler:
Abyssal Traveler's Kit
WotR
Item B
Traits:
Tool
To Acquire:
Intelligence
Knowledge 7
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.

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

Spoiler:
Mongrel Archer
WotR
Ally 1
Traits:
Mongrel
Elite
To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.

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

Spoiler:
Frog
WotR
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 6
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 27

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 1 MotherMyrtle/Bigguyinblack
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 2 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 2 Erasmus/AbrahamZ.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 3 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 3 Merisiel/NathanDavis
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 4 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 4 Crowe/MauveAvenger
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 5 Kess/dinketry:
Spoiler:
Hourglass Card 5 Kess/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 6 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 6 MotherMyrtle/Bigguyinblack
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 7 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 7 Erasmus/AbrahamZ.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 8 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 8 Merisiel/NathanDavis
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 9 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 9 Crowe/MauveAvenger
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 10 Kess/dinketry:
Spoiler:
Hourglass Card 10 Kess/dinketry
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.
Hourglass Card 11 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 11 MotherMyrtle/Bigguyinblack
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 12 Erasmus/AbrahamZ.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 13 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 13 Merisiel/NathanDavis
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 14 Crowe/MauveAvenger
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Kess/dinketry:
Spoiler:
Hourglass Card 15 Kess/dinketry
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 16 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 16 MotherMyrtle/Bigguyinblack
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 17 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 17 Erasmus/AbrahamZ.
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 18 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 18 Merisiel/NathanDavis
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 19 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 19 Crowe/MauveAvenger
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 Kess/dinketry:
Spoiler:
Hourglass Card 20 Kess/dinketry
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 21 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 21 MotherMyrtle/Bigguyinblack
Blessing of Shax
WotR
Blessing C
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 22 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 22 Erasmus/AbrahamZ.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 23 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 23 Merisiel/NathanDavis
Blessing of Ascension
WotR
Blessing C
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 24 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 24 Crowe/MauveAvenger
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 25 Kess/dinketry:
Spoiler:
Hourglass Card 25 Kess/dinketry
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 26 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 26 MotherMyrtle/Bigguyinblack
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 27 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 27 Erasmus/AbrahamZ.
Blessing of Iomedae
WotR
Blessing C
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.

Location #1: Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Cavern Card 1:
Giant Bat
WotR
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Cavern Card 2:
Baleful Shadows
WotR
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.
Cavern Card 3:
Spiked Pit Trap
WotR
Barrier C
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.
Cavern Card 4:
Caltrop Bead
WotR
Item B
Traits:
Object
Magic
Basic
To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Cavern Card 5:
Crocodile
WotR
Monster B
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
Ifthe check to defeat has the Cold trait, add 1d6.
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.
This reptile lunges out of the placid water with shocking speed_
Cavern Card 6:
Recruit
WotR
Ally C
Traits:
Human
Soldier
Basic
To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Cavern Card 7:
Mongrel Ranger
WotR
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_
Cavern Card 8:
Flaming Heavy Pick +1
WotR
Weapon C
Traits:
Pick
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Cavern Card 9:
Giant Amoeba
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
Cavern Card 10:
Magic Shield
WotR
Armor B
Traits:
Shield
Offhand
Magic
Elite
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Location #2: Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Kess
Cemetery Card 1:
Rat Swarm
WotR
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Cemetery Card 2:
Carrock
None
Villain 1
Type: Monster
Traits:
Demon
Druid
Plant
To Defeat:
Combat 15
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, Carrock deals 1 Ranged Combat damage to you.
After you act, Carrock deals 1 Ranged Combat damage to you.
Cemetery Card 3:
Poison Spiked Pit Trap
WotR
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Cemetery Card 4:
Helm
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
Cemetery Card 5:
Scythe
WotR
Weapon B
Traits:
Scythe
Melee
Slashing
2-Handed
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.
Cemetery Card 6:
Mongrel Ranger
WotR
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_
Cemetery Card 7:
Horn of Battle Clarity
WotR
Item B
Traits:
Instrument
Magic
Elite
To Acquire:
Melee
Ranged
Charisma 7
Recharge this card to add 1d4 to any combat check by a character at your location, or 1d8 if you also reveal an ally or cohort that has the Hireling or Soldier trait.
Discard this card to search your discard pile for an ally or cohort that has the Hireling or Soldier trait from your discard pile. Shuffle it into your deck.
Cemetery Card 8:
Accursed Priest
WotR
Monster 1
Traits:
Undead
Cleric
Veteran
To Defeat:
Combat 11
OR Divine 8
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.
Cemetery Card 9:
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.
Cemetery Card 10:
Heavy Crossbow
WotR
Weapon C
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.

Location #3: Dark Forest
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:
Dark Forest Card 1:
Bilious Bottle
WotR
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Dark Forest Card 2:
Flames of the Faithful
WotR
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
Dark Forest Card 3:
Eagle Knight Dress Uniform
WotR
Armor 1
Traits:
Heavy Armor
Veteran
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Dark Forest Card 4:
Wolverine
WotR
Ally 1
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.
Dark Forest Card 5:
Giant Bat
WotR
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Dark Forest Card 6:
Giant Cockroach
WotR
Monster B
Traits:
Vermin
Basic
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.
Dark Forest Card 7:
Sage's Journal
WotR
Item C
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.
Dark Forest Card 8:
Constrictor Snake
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Dark Forest Card 9:
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Dark Forest Card 10:
Lance
WotR
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.

Location #4: Collapsing Bridge
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 1
Located/Displayed Here:
Collapsing Bridge Card 1:
Riding Horse
WotR
Ally B
Traits:
Animal
Mount
Basic
To Acquire:
Wisdom
Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Collapsing Bridge Card 2:
Corrupted Crusaders
WotR
Barrier C
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Collapsing Bridge Card 3:
Fortune-Teller
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.
Collapsing Bridge Card 4:
Bat
WotR
Ally C
Traits:
Animal
Elite
To Acquire:
WisdomSurvival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your first Ranged or Survival check.
Collapsing Bridge Card 5:
Frilled Lizard
WotR
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 7
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Collapsing Bridge Card 6:
Demonic Horde
WotR
Barrier C
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.
Collapsing Bridge Card 7:
Riding Horse
WotR
Ally B
Traits:
Animal
Mount
Basic
To Acquire:
Wisdom
Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Collapsing Bridge Card 8:
Worm Demon
WotR
Monster C
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_
Collapsing Bridge Card 9:
Mercenary
WotR
Monster C
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Collapsing Bridge Card 10:
Giant Bat
WotR
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Abyssal River
Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:
Abyssal River Card 1:
Glibness
WotR
Spell C
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
IntelligenceArcaneWisdomDivine 6
Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Abyssal River Card 2:
Carrion Golem
WotR
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack and Mental traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Abyssal River Card 3:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Abyssal River Card 4:
Ghoul
WotR
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Abyssal River Card 5:
Codex
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Abyssal River Card 6:
Temptation of Invincibility
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Abyssal River Card 7:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Abyssal River Card 8:
Mongrel Wizard
WotR
Monster C
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Abyssal River Card 9:
Caravan Guard
WotR
Ally B
Traits:
Human
Hireling
Elite
To Acquire:
Bury an armor
OR Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Abyssal River Card 10:
Giant Bat
WotR
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Wounded Lands
Closed
When Permanently Closed:

M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Crowe, Erasmus, Mother Myrtle

Location #7: 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: 1 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel

Canyon Card 1:
Mongrel Wizard
WotR
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Canyon Card 2:
Temptation of Lucre
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Canyon Card 3:
Corroded Helm
WotR
Armor B
Traits:
Heavy Armor
Corrupted
Elite
To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
Canyon Card 4:
Heavy Crossbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Canyon Card 5:
Spiked Pit Trap
WotR
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Canyon Card 6:
Giant Bat
WotR
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Canyon Card 7:
Apprentice
WotR
Ally B
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Canyon Card 8:
Rallying Cry
WotR
Barrier B
Traits:
Task
Cache
To Defeat:
None 0
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.


Deck Handler

The hour is that of Shax.

"Sturm and drang! I got this new whizza war paint that I wanted to use to bash some skeletons, but I can't seem to find it." The brawler complains to her hirelings as they stand in front of the gates leading into the cemetery outside of Fort Clearwater. "I guess we'll just have to look for Barney Rubble across that rickety bridge..."

Move to Collapsing Bridge. Free explore and encounter Riding Horse.

"What in Hell's Gate is a horse doing on this bridge?"

Wisdom (7) Check: 1d4 ⇒ 2 Auto-FAIL! Banished.

Kess spooks the horse away.

Discard Recruit to explore again: Corrupted Crusaders. Draw a random ally from the box: Riftwarden. Summon and encounter Corrupted Soldier. No one else at this location, so BYA stuff is moot.

Riftwarden:

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

Corrupted Soldier:

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.

From behind the horse, a rider in blood-splattered mail strides forward, his dull eyes fixed on Kess and his bared sword in both hands.

"Uh-oh! Barney Rubble has found us!"

Combat (11) Check: 1d10 + 3 + 1d12 ⇒ (1) + 3 + (12) = 16 SUCCESS! Draw Riftwarden into hand. Yes! Heal Recruit. Free explore as per scenario power and encounter Fortune-Teller.

Kess' quick blows to the wrist and throat leave the muddled-minded soldier reeling and hacking, his sword dropped to the ground. He shakes his head, then raises his head slowly to her. The whites of his eyes have gone featureless and full black, and an otherworldly voice exits his mouth.

Recharge Blessing of the Quartermaster to bless this. Recharge Retainer for a boost.

Diplomacy (11) Check: 2d8 + 1 + 1d4 ⇒ (3, 7) + 1 + (4) = 15 SUCCESS! Discard Fortune-Teller to explore again: Bat.

Wisdom (6) Check: 1d4 ⇒ 4 Auto-FAIL! Banished. End turn.

"DESCEND INTO DARKNESS!" the possessed soldier screams at Kess, transforming into a bat and flying away as the bridge pitches in frenzy.

EOT location effect (6 cards remaining): 1d10 ⇒ 6 No effect. Reset hand.

"That was creepy," Kess quips, holding onto the rope bridge as it sways.

Kess wrote:

Hand: Fortune-Teller, Blessing of Lamashtu, Straitjacket, Fencer, Magic Padded Armor,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing available. Fencer can let me take local combats from anyone.
Movement: I'll move to the Cemetery next.
Other: Tshirt reroll: NOT USED

Deck, Discard, Buried:

Reloaded: Bronzed Leather, Iron Knuckles, Mattock, White War Paint, Scale of Disguise, Guide, Athlete, Blessing of Torag,
Middle of Deck (Unknown Order): Staff of Minor Healing, Iron Knuckles, White War Paint, Blessing of Torag, Scale of Disguise, Athlete, Recruit, Guide
Recharged: Retainer, Blessing of the Quartermaster,
Discard Pile: Riftwarden,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☐ +1 ☐ +3
Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Charisma +1

Role Card: None
Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
X
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).


deck handler

Blessing of Abraxas in effect.

Move to Dark Forest.

Free explore, Examine card 1 Bilious Bottle and card 2 Flames of the Faithful. Encounter Flames of the Faithful and shuffle bottle back in.

Dark Forest Card 2: Flames of the Faithful:

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

wisdom 5: 1d12 + 1 ⇒ (7) + 1 = 8

Discard Porcupine (Core) to explore.

random from the top: 1d9 ⇒ 6 7. Sage's Journal
random from the top: 1d8 ⇒ 8 10. Lance

Dark Forest Card 7: Sage's Journal:

WotR
Item C
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

knowledge 8: 1d8 + 2 ⇒ (2) + 2 = 4

Discard Researcher to explore.

random from the top: 1d8 ⇒ 1 1. Bilious Bottle
random from the top: 1d7 ⇒ 5 8. Constrictor Snake

Dark Forest Card 8: Constrictor Snake:

WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

combat 11 casting Acid Arrow (Core): 1d12 + 1d4 + 2d4 + 1 ⇒ (11) + (4) + (1, 2) + 1 = 19

End turn. Discard Flames of the Faithful.

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Acid Arrow (Core): Arcane 6: 1d12 + 1d4 + 1 ⇒ (4) + (4) + 1 = 9 -> Acid Arrow (Core) recharged.

Mother Myrtle resets their hand.

Mother Myrtle wrote:

Hand: Acid Flask (Core) 1, Elixir of Healing, Blessing of the Elements 1, Smoke Bomb, Acid Flask (Core) 2, Fire Bolt,

Displayed:
Deck: 8 Discard: 3 Buried: 0
"Current Location: Dark Forest
Hero Points: 0"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused

Acid Flask (Core): On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.

Blessing of the Elements: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.

Smoke Bomb: When a local character encounters a monster, banish to let them evade it. On a local combat check, banish to add the character's Stealth.
Movement: Move me to Erasmus if my location closes.
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Immolate (Core), Snake (Core), Blessing of the Elements 2, Dog (Core), Blast Stone (Core), Elixir of Energy Resistance, Tussah Silk Coat
Recharged: Acid Arrow (Core),
Discard Pile: Porcupine (Core), Researcher, Flames of the Faithful,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Knowledge Intelligence +2"
(Arcane: Wisdom +0)
"Craft Wisdom +2"
"Survival Wisdom +2"

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill ([x] +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.

Dark Forest card 2 acquired. Cards 7 and 8 banished. Cards 1 and 10 examined. Location shuffled.


Deck Handler

It is the hour of Shax.

Erasmus Power: At the start of any turn, you may choose a card type and recharge every card of that type; add the number of cards recharged to your checks until the end of the turn. Recharge Planchette
This turn, +1 to all checks due to Erasmus Power

Move to: Cavern
Location Power: If you move or are moved from this location, move to a random other location.

Free exploration

Cavern Card 1 is Giant Bat:

WotR
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

BA Perception 9: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Recharge Missing Eye (adds Cold trait)
Combat 10+3=13: 1d6 + 1d4 + 1 + 1d8 + 1 + 1d6 + 1 + 1 ⇒ (3) + (4) + 1 + (8) + 1 + (6) + 1 + 1 = 25 banished

When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
Str 5+1=6: 1d6 + 1d4 + 1 + 1 ⇒ (6) + (2) + 1 + 1 = 10
Cavern is closed

When Permanently Closed: On closing, move to a random open location.
Erasmus moves to: 1d5 ⇒ 2 Dark Forest

Reset Hand, revealing Vine Leshy to increase hand size to 6

Turn Summary:
* Caverns closed
* Erasmus moved to Dark Forest

Erasmus wrote:

Hand: Quarterstaff of Vaulting (Core), Mind Thrust, Blue Star, Vine Leshy, Blessing of the Gods 1, Blessing of the Elements,

Displayed: Spirit Relatives (Nissa),
Deck: 9 Discard: 1 Buried: 0
Current Location: Dark Forest
Hero Points: 0
Tshirt Reroll: Available

NOTES:
Available Support: Blessings always available unless otherwise noted.

Blue Star: add 1d6 + Poison to local combat (only use if needed since it will be buried)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spirit Surge, Force Missile (Core), Blessing of the Green Faith 1, Blessing of the Green Faith 2, Harrow Deck, Stalking Armor, Cloud Puff
Recharged: Planchette, The Missing Eye,
Discard Pile: Blessing of the Gods 2,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Nissa: +1d4+# for Strength, Melee: Strength
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Nissa: +1d4+# for Constitution: Fortitude
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +1

Favored Card: {My choice: Weapon}
Hand Size:
Proficiencies:
{Weapons}
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add (☐ 1 plus) the number of cards recharged to your checks until the end of the turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives (Nissa: Strength, Melee: Strength, Fortitude: Constitution).


Deck Handler // Searching for: Blessing 5 > Blessing 4

Hour of Ascension

Free Explore and Encounter Mongrel Wizard
Evade! Mongrel Wizard Shuffles in.


Discard Blessing of the Spy to explore

Shuffle Explore: 1d8 ⇒ 4 Canyon Card 4: Heavy Crossbow
Blessing of the Spy. Recharge Captain's Cutlass (to reduce weapons in hand)
Dextery 7: 1d12 + 1 + 1d12 + 1d6 ⇒ (9) + 1 + (3) + (4) = 17

Merisiel wrote:

Hand: Dagger, Heavy Crossbow, Sword Cane, Blessing of Abadar, Thieves' Tools,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Hero Points: 0

NOTES:
Available Support: Blessing Available. Heavy Crossbow: Distant d4 Combat (please use)
Other: Dagger: Local d4 for Combat

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mouse, Blessing of the Spy 1, Magnifying Glass, Lasso, Spyglass, Blessing of Asmodeus
Recharged: Patrician's Armor, Anevia Tirabade, Captain's Cutlass,
Discard Pile: Marianix Karn, Blessing of the Spy 2,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Intelligence: Craft + 2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2

Favored Card: Item
Hand Size:
Proficiencies:
☑ Weapons
POWERS:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


One of the Cambion's Mongrel Wizard companions comes looking for him. Merisiel decides the fight isn't worth the pain and sneaks back to their encampment. She grabs hold of a large crossbow since she'd rather it wasn't pointed at her.

Canyon: 1 known and shuffled in (Mongrel Wizard). 4 acquired.


Deck Handler

Turn Order: Merisiel/Nathan Davis, Crowe/MauveAvengr, Kess/dinketry, Mother Myrtle/Bigguyinblack, Erasmus/Abraham Z.
Out of Turn Updates: N/a

Turn: Turn 7 - Blessing of Shax

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

SOT: N/a

Move: Move to Cemetery

Explore: Rat Swarm

Rat Swarm:
Rat Swarm
WotR
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

Reveal Earthbreaker to do Melee+2d6.

Combat 8/12: 1d12 + 2 + 2d6 ⇒ (12) + 2 + (5, 5) = 24

Defeated! Discard Blessing of the Samurai to explore again.

Explore 2: Carrock

Carrock:
Carrock
None
Villain 1
Type: Monster
Traits:
Demon
Druid
Plant
To Defeat:
Combat 15
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, Carrock deals 1 Ranged Combat damage to you.
After you act, Carrock deals 1 Ranged Combat damage to you.

Will put encounter in spoiler. Everyone has the option to guard their location.

Carrock Encounter:

Recharge Spellcharger Jerkin to reduce Combat damage by 2. For combat, reveal then discard Earthbreaker to do Melee+2d6+1d6. Recharge Aron Kir to add 1d6+1.

Combat 15: 1d12 + 2 + 2d6 + 1d6 + 1d6 + 1 ⇒ (6) + 2 + (1, 3) + (3) + (4) + 1 = 20

Recharge Blackjacket to reduce AYA damage to 0. Defeated. Villain escapes since Abyssal River has no one to guard it. Since Crowe defeated a monster, he will move to Abyssal River and end turn.

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Wounded Lands -> Cemetery -> Abyssal River
Acquired: N/a
Banished: Cemetery Card 1: Rat Swarm
Examined: Cemetery Card 2: Carrock
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Falcata, Hammer, Gallivance, Blessing of Erastil, Blessing of Kols,

Displayed:
Deck: 7 Discard: 3 Buried: 2
Current Location: Abyssal River
Hero Points: 0
2-1C Paizo Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried

Spoiler:
Reloaded:
Middle of Deck (Unknown Order): Magic Weapon, Blessing of Gorum, Flame Staff
Recharged: Quarterstaff of Vaulting, Spellcharger Jerkin, Aron Kir, Blackjacket,
Discard Pile: Compass, Blessing of the Samurai, Earthbreaker,
Buried Pile: Longsword, Strength,

Skills and Powers
Spoiler:
SKILLS
Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
You may bury a card to add 1d10 (☐ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3.


Deck Handler // Searching for: Blessing 5 > Blessing 4

Guarding Canyon: Encounter and acquire the bottom card of the blessings deck - Blessing of Iomedae
Discard Erasmus' Blessing of the Gods
Charisma 4: 1d8 + 1d8 ⇒ (2) + (5) = 7

Guarded
Acquired Blessing of Iomedae from the bottom the Hour Glass
Discarded Erasmus' Blessing of the Gods

Merisiel wrote:

Hand: Dagger, Heavy Crossbow, Sword Cane, Thieves' Tools, Blessing of Abadar, Blessing of Iomedae,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Hero Points: 0

NOTES:
Available Support: Blessings Available. Heavy Crossbow: Distant d4 Combat (please use)
Other: Dagger: Local d4 for Combat

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spyglass, Lasso, Magnifying Glass, Mouse, Blessing of the Spy 1, Blessing of Asmodeus
Recharged: Patrician's Armor, Anevia Tirabade, Captain's Cutlass,
Discard Pile: Marianix Karn, Blessing of the Spy 2,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Intelligence: Craft + 2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2

Favored Card: Item
Hand Size:
Proficiencies:
☑ Weapons
POWERS:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


Deck Handler

Discard BotGods 1 for Merisiel's check

Let Mother Myrtle attempt to guard Dark Forest first. This attempt to guard is only if she fails:

Wis 7+1=8: 1d6 ⇒ 6
Erasmus power - bury Vine Leshy to add after the roll: 1d4 ⇒ 3
If Mother Myrtle fails her check then Erasmus successfully guards Dark Forest but at the cost of burying Vine Leshy.

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