[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

On Mother Myrtle's turn:

Treachery Demon #1:

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.

BTE Wis 12, veldira, trident: 1d6 + 2 + 1d6 + 5 + 1d4 ⇒ (2) + 2 + (3) + 5 + (4) = 16
display Rune of Jandelay at Manor House.
Freely display Embiggen
Combat 24, nissa, marshal, trident, jandelay, embiggen: 1d10 + 1d10 + 5 + 5 + 1d12 + 1 + 5 ⇒ (5) + (3) + 5 + 5 + (8) + 1 + 5 = 32
Defeated, so draw 2 cards: Ebon Thorn and Object Reading

Treachery Demon #2:

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.

BTE Wis 12, veldira, trident, rune, embiggen: 1d10 + 2 + 1d10 + 5 + 1d8 + 5 ⇒ (3) + 2 + (2) + 5 + (7) + 5 = 24
Combat 24, nissa, marshal, trident, jandelay, embiggen, ebon thorn: 1d10 + 1d10 + 5 + 5 + 1d12 + 1 + 5 + 2 ⇒ (3) + (10) + 5 + 5 + (11) + 1 + 5 + 2 = 42
Defeated, so draw 2 cards: Angelstep and Harrow Deck

Send Angelstep to Recovery to heal self
Heal Erasmus: 1d4 + 1 ⇒ (1) + 1 = 2

At the end of MM's turn:
Embiggen goes to Recovery
Recharge Angelstep? Survival 9, veldira, trident: 1d6 + 2 + 1d6 + 5 + 1d4 ⇒ (4) + 2 + (2) + 5 + (3) = 16
Recharge Embiggen? Arcane 10, marshal, embiggen: 1d12 + 4 + 5 ⇒ (8) + 4 + 5 = 17

"

Erasmus wrote:

Hand: Seaborne Trident +1, Object Reading, Ebon Thorn, Harrow Deck (Core), Cloud Puff,

Displayed: Spirit Relatives (Nissa and Veldira), Rune of Jandelay,
Deck: 15 Discard: 6 Buried: 3
Current Location: Manor House
Hero Points: 6
Tshirt Reroll: Available
Mythic Charges: 5
NOTES:
Available Support: If at the same location as Erasmus: +1d4 to Strength, Melee, Fortitude, Ranged AND Wisdom, Divine, Perception, Survival

Rune of Jandelay: displayed at Manor House; remains there until the end of Erasmus' next turn; when any character there encounters Demon trait a) +5 to all checks vs bane; b) ignore bane's immunities.

Cloud Puff: Banish to Recovery to allow a character at your location to ignore a bane’s powers that happen before and after you act.

Harrow Deck: Recovery to examine the top 3 cards of any location and return them in any order.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Merchant Lord, Blessing of Xoveron, Aspect of the Bull, Blessing of Baphomet, Aegis of Recovery, Blessing of the Everbloom, Sign of the Mother, Pyrokinesis, Leshykineticist, The Missing Eye, Expeditious Chain Mail, Balmberry Bush, Call Spirit
Recharged: Angelstep, Embiggen,
Discard Pile: Sign of the Bridge, Sign of the Pack, Sign of the Rider, Dawnflower's Light, Verdant Rager, Marksman's Bow,
Buried Pile: Unfettered Imp, Torc of the Heavens, Snapping Flytrap,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Nissa: +1d6+# for Strength, Melee: Strength, Ranged: Strength
Dexterity d8 ☑ +1 ☐ +2 ☐ +3
Baylock: +1d6+# for Dexterity, Stealth: Dex, Disable: Dex
Constitution d6 ☐ +1 ☐ +2
Nissa: +1d6+# for Constitution: Fortitude
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Balsamo: +1d6+# for Int, Knowledge: Int, Craft: Int
Wisdom d6 ☑ +1 ☑ +2
Perception: Wisdom +3
Veldira: +1d6+# for Wis, Divine: Wisdom, and Perception: Wis, Survival: Wis
Charisma d8 ☑ +1 ☑ +2 ☑ +3
Arcane: Charisma +1
Balsamo: +1d6+# for Arcane: Cha
Baylock: +1d6+# for Diplomacy: Cha

Favored Card: {My choice: Weapon}
Hand Size:
Proficiencies:
{Weapons, Arcane, Divine}
POWERS: (Role: Storyteller)
On your check, after the roll, you may bury ([X] or discard) 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 ([X] 1 plus) the number of cards recharged to your checks until the end of the turn. (☐ Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it.)
[X] Add 1d4 (☐ +1) to another character at your location's checks that use any skill marked on the cohort Spirit Relatives (Veldira: Wisdom, Divine: Wisdom, Perception: Wisdom, Survival: Wisdom) (Balsamo: Intelligence, Arcane: Charisma, Knowledge: Intelligence, Craft: Intelligence) (Baylock: Dexterity, Stealth: Dexterity, Disable: Dexterity, Diplomacy: Charisma) (Nissa: Strength, Melee: Strength, Fortitude: Constitution, Ranged: Strength).
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([X] or to put a second marker on it).
☐ At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.
Undaunted Guardian boon: [] [] [] When you attempt to guard your location, check a box that precedes this reward to automatically succeed.

Marshal
Add your number of mythic charges to your {Strength or Charisma} check. Then you may expend 1 or more changes. If you do {after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.}, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to {When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.}.

"


deck handler

Discard Lyrune-quah Truthspeaker to move to Manor House and explore.

Draw random ally #1 Grizzled Mercenary. Banish it.

Manor House Card 1: 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.

Divine 6 auto acquire.

Twitch Tonic to draw random allies from my discard pile: 1d4 + 1 ⇒ (4) + 1 = 5

All of them.

Major Cure on Erasmus then heal for 1: 1d4 + 1 ⇒ (1) + 1 = 2

Discard Quadnys Orlun to explore. Draw random ally #2 Merchant Lord. Encounter it instead of Fortune Teller.

Manor House Card 2: Merchant Lord:

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

charisma 9 aided by Embiggen: 1d10 + 5 ⇒ (10) + 5 = 15

Recharge Wolf to examine the next card: Blackfire Adept. Discard Blessing of the Spy to explore.

Manor House Card 3: 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.

Encounters, Corrupted, and Defeated are all spelled wrong. Summon and encounter the Servitor Demon.

Treachery Demon:

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.

BYA Wisdom 12 aided by Embiggen, Aided by Veldira, aided by Blessing of the Spy, recharging Lyrune-quah Truthspeaker to add 1d6 then heal for 2: 2d20 + 1d8 + 1d10 + 9 ⇒ (6, 1) + (8) + (2) + 9 = 26

Combat 24 revealing Returning Totem Spear for Survival, recharging Riding Allosaurus to add 1d6, aided by Veldira, aided by Blessing of the Spy: 2d20 + 1d12 + 1d10 + 1d8 + 13 ⇒ (19, 9) + (11) + (1) + (1) + 13 = 54

On local monster defeat search my deck for Lyrune-quah Truthspeaker and draw it. On defeating Treachery Demon draw 2 cards: Elixir of Focus and Death's Touch.

Combat 11 vs Blackfire Adept casting Death's Touch, aided by Blessing of the Spy, aided by Veldira, recharging Lyrune-quah Truthspeaker to add 1d6 then heal for 2, aided by Embiggen, revealing Black Robe: 2d20 + 1d8 + 3d10 + 1d8 + 1d10 + 12 ⇒ (15, 9) + (6) + (10, 1, 5) + (5) + (5) + 12 = 68

On local monster defeat search my deck for Lyrune-quah Truthspeaker and draw it. Summon random ally #3 to close.

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.

Divine 9 aided by Veldira, aided by Blessing of the Spy, aided by Embiggen, using Elixir of Focus to add my craft skill, freely reveal Black Robe: 2d20 + 1d8 + 1d8 + 1d20 + 15 ⇒ (20, 2) + (4) + (1) + (14) + 15 = 56

Elixir of Healing on Erasmus: 1d4 + 1 ⇒ (4) + 1 = 5

Display Shoanti Barbarian Hide. Discard Merchant Lord to pass Demon Hunter to Erasmus. Discard 4 cards then end turn.

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Liquid Persuasion: Knowledge 11: 1d8 + 4 ⇒ (3) + 4 = 7 -> Liquid Persuasion discarded.
Twitch Tonic: Knowledge 8: 1d8 + 4 ⇒ (7) + 4 = 11 -> Twitch Tonic recharged.
Major Cure: Divine 10: 1d12 + 1d4 + 1d4 + 11 ⇒ (8) + (2) + (1) + 11 = 22 -> Major Cure recharged.
Death's Touch: Divine 12 recharging Lyrune-quah Truthspeaker then healing for 2: 1d12 + 1d4 + 1d4 + 1d6 + 11 ⇒ (10) + (1) + (1) + (4) + 11 = 27 -> Death's Touch recharged.
Elixir of Focus: Craft 10: 1d12 + 1d4 + 11 ⇒ (1) + (3) + 11 = 15 -> Elixir of Focus recharged.
Elixir of Healing: Knowledge 6: 1d8 + 4 ⇒ (5) + 4 = 9 -> Elixir of Healing recharged.
Embiggen: Divine 10: 1d20 + 1d8 + 1d8 + 11 ⇒ (10) + (1) + (6) + 11 = 28 -> Embiggen recharged.

Mother Myrtle resets their hand.

Mother Myrtle wrote:

Hand: Returning Totem Spear, Divine Blaze (Core), Blessing of Abadar, Blessing of Shax, Black Robe,

Displayed: Shoanti Barbarian Hide,
Deck: 22 Discard: 4 Buried: 1
"Current Location: Manor House
Hero Points: 6"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused
Hierophant mythic charges 5/5:

Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck. Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.

Blessing of Abadar: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier.

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

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): Sword of Subtlety, Steal Mythic Power, Blessing of Nethys, Icy Prison (Core), Quadnys Orlun, Merchant Lord, The Carnival, Riding Allosaurus, Lyrune-quah Truthspeaker, Blessing of the Spy, Pit Gladiator, Wolf, Crystalline Carniviore, Bodyguard, Blessing of the Elements, Potion of Restoration
Recharged: Twitch Tonic, Major Cure, Death's Touch, Elixir of Focus, Elixir of Healing, Embiggen,
Discard Pile: Apprentice, Wolverine, Mendevian Crusader, Liquid Persuasion,
Buried Pile: Blessing of Iomedae,
"
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 +1d4)
(Divine: Wisdom +1d4)
"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 ([x] 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.
When a character at your location defeats a monster, you may draw an ally ([x] or a spell or an item) from your discard pile ([x] or search your deck for a card of that type and draw it).
[ ] [ ] [ ] Undaunted Guardian: When you attempt to guard your location, check a box that precedes this reward to automatically succeed.

Molten Pool card 1 acquired. Card 2 banished.

Manor House card 1 acquired. Location closed.

Random ally #1 banished, #2 Merchant Lord acquired, #3 Mendevian Crusader acquired.

Erasmus healed for 7 and passed Demon Hunter.


Random other open location: 1d3 + 2 ⇒ (3) + 2 = 5
Blackfire Adept is shuffled into Watchtower, on Mother Myrtle's turn.

During This Adventure: Basic and Elite cards (except for Blessings) have been removed.

Servitor Demon:
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.

During This Scenario: When the Blackfire Adept is defeated, shuffle it into a random other open location.

When all locations are permanently closed, open the Molten Pool and add Khorramzadeh to the top of its location deck.

Glimmer of Hope (displayed Temptation Barrier 3):
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

Additional Rules: Villain: None

Henchmen:
Blackfire Adept
Spoiler:
Monster Henchman B

Traits:
Human
Conjurer
Cultist

To Defeat:
Combat 11
OR
Arcane 8

Before you act, a character at your location summons and encounters 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 Corrupted trait, discard an addition card.
If defeated, you may immediately attempt to close the location this henchman came from.


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.


To win, defeat Khorramzadeh.

Party Tracker

Scenario Level (#): 5

Turn: 16, Erasmus/AbrahamZ.

Random Cards:

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

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

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

Spoiler:
Upasunda
WotR
Monster 5
Traits:
Outsider
Fiend
Monk
To Defeat:
Combat 24
The Upasunda is immune to the Poison trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
The Upasanda's difficulty to defeat cannot be reduced. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 3.
After you act, the Upasunda deals 1d6 Combat damage to you.

Barriers
Spoiler:
Symbol of Insanity
WotR
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

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

Spoiler:
Gift of Shamira
WotR
Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

Spoiler:
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:
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.

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

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

Spoiler:
Traitor's Blade
WotR
Weapon 5
Traits:
Knife
Ranged
Piercing
Magic
Corrupted
To Acquire:
Dexterity
Ranged 13
If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.

Spoiler:
Sawtooth Sabre +2
WotR
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
Veteran
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.

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

Spells
Spoiler:
Pillar of Life
WotR
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 12
Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Refuge
WotR
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane 13
OR Wisdom
Divine 9
Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.

Spoiler:
Icy Prison
WotR
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Cold
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

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

Spoiler:
Hellmouth Lash
WotR
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

Armors
Spoiler:
Decemvirate Helm
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Recharge this card to ignore a non-villain monster's power that happens before you act.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Celestial Armor
WotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
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.

Items
Spoiler:
Wand of Sacred Weapon
WotR
Item 2
Traits:
Wand
Attack
Divine
Magic
To Acquire:
Wisdom
Divine 10
For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

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

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

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

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

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

Spoiler:
Celestial Unicorn
WotR
Ally 4
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.

Spoiler:
Retainer
WotR
Ally B
Traits:
Elf
Hireling
To Acquire:
Charisma
Diplomacy 4
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

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 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 the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Spoiler:
Blessing of 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.

Current Hour:

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

Hours Remaining: 12

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 1 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 2 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 2 Crowe/MauveAvenger
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 3 MotherMyrtle/Bigguyinblack
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 4 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 4 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 7 MotherMyrtle/Bigguyinblack
Blessing of Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Hourglass Card 8 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 8 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 9 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 9 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 10 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 10 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 11 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 11 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 12 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 12 Erasmus/AbrahamZ.
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.

Location #1: Cathedral of St. Clydwell
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: Collapsing Bridge
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Merisiel, Mother Myrtle

Location #3: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Vulture Demon
(The start-of-turn Fire damage does still happen when closed.)

Molten Pool Card 1:
Mist Horror
WotR
Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.
Molten Pool Card 2:
Blackaxe
WotR
Weapon 4
Traits:
Axe
Melee
Slashing
2-Handed
Magic
Corrupted
Veteran
To Acquire:
Strength
Melee 12
For your combat check, recharge this card to use your Strength or Melee skill + 1d12 plus the scenario's adventure deck number. If proficient with weapons, you may additionally discard this card to add your Strength die and the Acid trait. If the bane has the Plant or Vermin trait, add an additional 1d12. If this card has the Corrupted trait, after the encounter, roll 1d8; on a 1, banish this card, then summon and encounter the henchman Fiendish Tree.
Molten Pool Card 3:
Vulture Demon
None
Henchman 5
Type: Monster
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 Constituion 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_
Molten Pool Card 4:
Bejeweled Helm
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Molten Pool Card 5:
Drocha Swarm
WotR
Monster 3
Traits:
Undead
Swarm
Incorporeal
To Defeat:
Combat 20
OR Wisdom
Divine 17
The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.
Lost souls coalesce_ Eyes twitch_ Mouths scream_

Location #4: 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:

Location #5: Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 0 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Crowe, Blackfire Adept

Watchtower Card 1:
Magic Ray Fusillade
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
Watchtower Card 2:
Spellbreaker
WotR
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic
To Acquire:
Strength
Melee
Arcane
Divine 16
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.
Watchtower Card 3:
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.
Watchtower Card 4:
Skirmishing Spear
WotR
Weapon 3
Traits:
Spear
Ranged
Piercing
Magic
Mythic
Veteran
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

Location #6: Manor House
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus, Mother Myrtle

Location #7: Middle of Nowhere
At This Location: You cannont play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do no 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.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:


Deck Handler

On MM's turn: Erasmus healed for 7 and receive Demon Hunter. When Manor House is closed, Rune of Jandelay goes to Recovery

Recharge Rune of Jandelay? Arcane 16, marshal: 1d8 + 4 + 5 ⇒ (2) + 4 + 5 = 11

It is the hour of Ascension

Start of Turn:
Erasmus Power: At the start of any turn, you may choose a card type and recharge every card of that type; add 1 + the number of cards recharged to your checks until the end of the turn. Recharge Object Reading
This turn, +2 to all checks due to Erasmus Power

Move to: Watchtower
Location Power: You may summon and defeat a random monster instead of the normal check to acquire a boon.

Banish Harrow Deck to Recovery to examine top 3 cards and reorder as: Spellbreaker (Weapon 5), Blackfire Adept, Magic Ray Fusillade (Barrier 5)

Free exploration

Watchtower Card 2 is Spellbreaker:

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

Str 16, nissa, marshal, erasmus power: 1d6 + 1d6 + 5 + 5 + 2 ⇒ (2) + (1) + 5 + 5 + 2 = 15
Use paizo tshirt to reroll 1d6
Str 16: 14 + 1d6 ⇒ 14 + (1) = 15
Use Erasmus power to discard Cloud Puff to add 1d4 after the roll
Str 16: 15 + 1d4 ⇒ 15 + (1) = 16

Discard Demon Hunter to explore

Watchtower Card 3 is 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 encounters 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 Corrupted trait, discard an addition card.
If defeated, you may immediately attempt to close the location this henchman came from.

BYA Servitor Demon is Treachery Demon:

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.

BTE Wis 12, veldira, erasmus power, trident, demon hunter: 1d6 + 2 + 1d6 + 5 + 2 + 1d4 + 1d6 ⇒ (1) + 2 + (5) + 5 + 2 + (4) + (3) = 22

Combat 24, nissa, marshal, erasmus power, ebon thorn, demon hunter, spellbreaker: 1d6 + 1d6 + 5 + 5 + 2 + 2 + 1d6 + 1d6 + 3 ⇒ (6) + (1) + 5 + 5 + 2 + 2 + (3) + (3) + 3 = 30

Treachery Demon is defeated so draw two cards: Sign of the Pack and Merchant Lord.

Arcane 8 to defeat Blackfire Adept, marshal, erasmus power: 1d8 + 4 + 5 + 2 ⇒ (4) + 4 + 5 + 2 = 15

Blackfire Adept is defeated; per scenario power it is shuffled into the only other remaining open location: Molten Pool.

Banish Seaborne Trident to close Watchtower.
Watchtower is closed

Location power: draw random weapon 1 when closing Watchtower - Planar Crossbow +2 (Weapon 5!)

Discard Merchant Lord to give Spellbreaker, Ebon Thorn, and Sign of the Pack to Crowe.

End turn

Recovery Phase:
Recharge Harrow Deck? Perception 12, veldira: 1d6 + 5 + 1d6 + 5 ⇒ (1) + 5 + (2) + 5 = 13

Reset Hand

Turn Summary:
* Watchtower is closed
* Blackfire Adept is shuffled into Molten Pool
* Crowe receives Spellbreaker, Ebon Thorn, and Sign of the Pack

"

Erasmus wrote:

Hand: Planar Crossbow +2, The Missing Eye, Embiggen, Pyrokinesis, Aegis of Recovery,

Displayed: Spirit Relatives (Nissa and Veldira),
Deck: 17 Discard: 4 Buried: 3
Current Location: Watchtower
Hero Points: 6
Tshirt Reroll: Used
Mythic Charges: 5
NOTES:
Available Support: If at the same location as Erasmus: +1d4 to Strength, Melee, Fortitude, Ranged AND Wisdom, Divine, Perception, Survival

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Xoveron, Marksman's Bow, Sign of the Mother, Angelstep, Verdant Rager, Aspect of the Bull, Dawnflower's Light, Blessing of Baphomet, Leshykineticist, Expeditious Chain Mail, Sign of the Bridge, Call Spirit, Blessing of the Everbloom, Balmberry Bush, Sign of the Rider
Recharged: Object Reading, Harrow Deck (Core),
Discard Pile: Rune of Jandelay, Cloud Puff, Demon Hunter, Merchant Lord,
Buried Pile: Unfettered Imp, Torc of the Heavens, Snapping Flytrap,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Nissa: +1d6+# for Strength, Melee: Strength, Ranged: Strength
Dexterity d8 ☑ +1 ☐ +2 ☐ +3
Baylock: +1d6+# for Dexterity, Stealth: Dex, Disable: Dex
Constitution d6 ☐ +1 ☐ +2
Nissa: +1d6+# for Constitution: Fortitude
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Balsamo: +1d6+# for Int, Knowledge: Int, Craft: Int
Wisdom d6 ☑ +1 ☑ +2
Perception: Wisdom +3
Veldira: +1d6+# for Wis, Divine: Wisdom, and Perception: Wis, Survival: Wis
Charisma d8 ☑ +1 ☑ +2 ☑ +3
Arcane: Charisma +1
Balsamo: +1d6+# for Arcane: Cha
Baylock: +1d6+# for Diplomacy: Cha

Favored Card: {My choice: Weapon}
Hand Size:
Proficiencies:
{Weapons, Arcane, Divine}
POWERS: (Role: Storyteller)
On your check, after the roll, you may bury ([X] or discard) 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 ([X] 1 plus) the number of cards recharged to your checks until the end of the turn. (☐ Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it.)
[X] Add 1d4 (☐ +1) to another character at your location's checks that use any skill marked on the cohort Spirit Relatives (Veldira: Wisdom, Divine: Wisdom, Perception: Wisdom, Survival: Wisdom) (Balsamo: Intelligence, Arcane: Charisma, Knowledge: Intelligence, Craft: Intelligence) (Baylock: Dexterity, Stealth: Dexterity, Disable: Dexterity, Diplomacy: Charisma) (Nissa: Strength, Melee: Strength, Fortitude: Constitution, Ranged: Strength).
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([X] or to put a second marker on it).
☐ At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.
Undaunted Guardian boon: [] [] [] When you attempt to guard your location, check a box that precedes this reward to automatically succeed.

Marshal
Add your number of mythic charges to your {Strength or Charisma} check. Then you may expend 1 or more changes. If you do {after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.}, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to {When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.}.

"


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

Hour of Ascension

Move to Molten Pool
Reveal Fortune Teller looking for Bane
Shuffle examine, 6 is Blackfire Adept: 1d6 ⇒ 2 [ooc]Molten Pool Card 2: Blackaxe. Boon.


Free explore and encounter Blackaxe
Assuming no one is looking for Weapon 4. Allowing it to Banish. Will retcon to use Quick-Change mask if anyone wants me to go for it.
\

Merisiel wrote:

Hand: Vampiric Backsword +3, Captain's Cutlass, Vestments of False Faith, Demon Hunter's Handbook 1, Quick-Change Mask, Fortune-Teller,

Displayed: Glamered Leather Armor,
Deck: 12 Discard: 2 Buried: 1
Current Location: Collapsing Bridge
Hero Points: 9
Product Reroll Unused
Mythic Charges: 5
NOTES:
Available Support:
Vestments of False Faith: Can use to grab the top card of the Blessings Discard. Use to grab high tier blessings!

Captain's Cutlass: Local Reduce 2 Combat Damage

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Smoke Bomb, Blessing of the Midnight Lord, Cerulean Mastermind, Heister, Druid of the Leaf, Blessing of the Spy 2, Shadowless Sword, Menacing Backsword +1, Blessing of Achaekek, Chalice of Ozem, Blessing of Asmodeus
Recharged: Sable Company Leathers,
Discard Pile: Demon Hunter's Handbook 2, Gem of Physical Prowess,
Buried Pile: Limning Starknife,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +5 mythic charges
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☑ +1 ☑ +2 +5 mythic charges
Intelligence: Craft + 2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2

ROGUE - SHADOW
Favored Card: Item
Hand Size:
Proficiencies:
☑ Weapons
POWERS:
You may evade your encounter. (☐ and if it is a boon, you may put it on top of the location deck).
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) (☐+3) (☐+4) to your combat check (☐ and discard it to gain an additional 1d6).
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
☑ When a monster deals damage to you before (☑ or after) acting, reduce that damage to 0.
☑ You automatically succeed at your Knowledge check.

Mythic Trickster
Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more changes. If you do after the encounter, you may move, ignoring any movement restrictions, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Dexterity, Intelligence,



Molten Pool: Banished 2


During This Adventure: Basic and Elite cards (except for Blessings) have been removed.

Servitor Demon:
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.

During This Scenario: When the Blackfire Adept is defeated, shuffle it into a random other open location.

When all locations are permanently closed, open the Molten Pool and add Khorramzadeh to the top of its location deck.

Glimmer of Hope (displayed Temptation Barrier 3):
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

Additional Rules: Villain: None

Henchmen:
Blackfire Adept
Spoiler:
Monster Henchman B

Traits:
Human
Conjurer
Cultist

To Defeat:
Combat 11
OR
Arcane 8

Before you act, a character at your location summons and encounters 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 Corrupted trait, discard an addition card.
If defeated, you may immediately attempt to close the location this henchman came from.


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.


To win, defeat Khorramzadeh.

Party Tracker

Scenario Level (#): 5

Turn: 18, Crowe/MauveAvenger

Random Cards:

Monsters
Spoiler:
Deacon of Death
WotR
Monster 4
Traits:
Outsider
To Defeat:
Combat 30
The Deacon of Death is immune to the Acid and Poison traits.
Before you act, if any locations are closed, you may bury a card to evade the Deacon of Death, summon and build the location Middle of Nowhere, and move there.
If any characters are dead, the difficulty to defeat is increased by 10.
Deacons of Death pilot skiffs along rivers in the Abyss_

Spoiler:
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:
Spite Demon
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_

Spoiler:
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_

Barriers
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:
Mythic Glyph
WotR
Barrier 4
Traits:
Trap
Magic
Arcane
Mythic
To Defeat:
Arcane
Divine 17
OR Intelligence
Knowledge
Stealth 14
Before you act, each other character at your location must summon and encounter the Mythic Glyph.
If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
After you act, banish this barrier.

Spoiler:
Temptation of Lucre
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 items from the box; if the scenario's adventure 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:
Gift of Nocticula
WotR
Barrier 4
Traits:
Temptation
Deity
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.

Spoiler:
Symbol of Insanity
WotR
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

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

Spoiler:
Spirit Blade
WotR
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.

Spoiler:
Sawtooth Sabre +2
WotR
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
Veteran
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.

Spoiler:
Heavy Pick +2
WotR
Weapon 4
Traits:
Pick
Melee
Piercing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.

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

Spells
Spoiler:
Steal Soul
WotR
Spell 3
Traits:
Magic
Arcane
Divine
Attack
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 10
When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

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

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

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

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

Armors
Spoiler:
Spiked Plate
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

Spoiler:
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:
Celestial Armor
WotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Decemvirate Helm
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Recharge this card to ignore a non-villain monster's power that happens before you act.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Talisman of Good
WotR
Item 3
Traits:
Accessory
Magic
Divine
Mythic
To Acquire:
Divine 11
Before you attempt a Divine check against a monster, bury this card to get a mythic charge.
After playing this card, you may succeed at a Divine 16 check to recharge this card instead of burying it.

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

Spoiler:
Tome of Physical Might
WotR
Item 4
Traits:
Book
Magic
To Acquire:
Strength
Dexterity
Constitution 13
Remove this card from the game to gain a Strength, Dexterity, or Constitution skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.

Spoiler:
Fortune's Arrow
WotR
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic
To Acquire:
Dexterity
Ranged 12
If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

Spoiler:
Book of the Damned
WotR
Item 5
Traits:
Book
Magic
Divine
Corrupted
To Acquire:
Banish a blessing 0
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

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

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

Spoiler:
Jesker Helton
WotR
Ally 3
Traits:
Human
Cleric
To Acquire:
None 0
To acquire this card, summon and defeat this adventure's servitor demon.
Recharge this card to add 1d4 to your Divine or Ranged check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

Spoiler:
Redeemer Blacksmith
WotR
Ally 3
Traits:
Human
Hireling
To Acquire:
Intelligence
Craft 8
THEN Charisma
Diplomacy 9
Display this card to ignore the Corrupted trait on a card until the end of your turn, then recharge this card.
Discard this card to explore your location.

Spoiler:
Celestial Unicorn
WotR
Ally 4
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.

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

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

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

Hours Remaining: 10

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 1 MotherMyrtle/Bigguyinblack
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 2 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 2 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 5 MotherMyrtle/Bigguyinblack
Blessing of Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Hourglass Card 6 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 6 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 7 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 7 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 8 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 8 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 9 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 9 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 10 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 10 Erasmus/AbrahamZ.
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.

Location #1: Cathedral of St. Clydwell
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: Collapsing Bridge
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #3: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Merisiel, Vulture Demon, Blackfire Adept
(The start-of-turn Fire damage does still happen when closed.)

Molten Pool Card 1:
Drocha Swarm
WotR
Monster 3
Traits:
Undead
Swarm
Incorporeal
To Defeat:
Combat 20
OR Wisdom
Divine 17
The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.
Lost souls coalesce_ Eyes twitch_ Mouths scream_
Molten Pool Card 2:
Mist Horror
WotR
Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.
Molten Pool Card 3:
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.
Molten Pool Card 4:
Bejeweled Helm
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Molten Pool Card 5:
Vulture Demon
None
Henchman 5
Type: Monster
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 Constituion 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_

Location #4: 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:

Location #5: Watchtower
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Crowe

Location #6: Manor House
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus, Mother Myrtle

Location #7: Middle of Nowhere
At This Location: You cannont play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do no 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.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:


Deck Handler

Turn Order: Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack, Erasmus/Abraham Z.
Out of Turn Updates: Receive Spellbreaker, Ebon Thorn, and Sign of the Pack[/i] from [b]Erasmus.

Turn: Turn 18 - Blessing of Nethys

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

SOT: N/a

Move: Move to Molten Pool

Explore: Drocha Swarm

Drocha Swarm:
Drocha Swarm
WotR
Monster 3
Traits:
Undead
Swarm
Incorporeal
To Defeat:
Combat 20
OR Wisdom
Divine 17
The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.
Lost souls coalesce_ Eyes twitch_ Mouths scream_

Reveal Blancher to do Melee+2d6+4. Bury Spellbreaker to add 1d10 and the Force trait. Reveal Ebon Thorn to add 2 to Melee check.

Combat 20/24: 1d12 + 5 + 5 + 2d6 + 4 + 1d10 + 2 ⇒ (12) + 5 + 5 + (5, 3) + 4 + (1) + 2 = 37

Discard Sign of the Pack to explore again.

Explore 2: Mist Horror

Mist Horror:
Mist Horror
WotR
Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.

Banish Ice Strike to Recovery do Arcane+3d6+1d8.

Combat 20: 1d8 + 5 + 5 + 3d6 + 1d8 ⇒ (2) + 5 + 5 + (2, 3, 2) + (3) = 22

Defeated. Shuffle Mist Horror back into Molten Pool then move to a random location.

Random location: 1d7 ⇒ 1 -> Move to Cathedral of St. Clydwell

End Turn: Reset hand. Recharge Ebon Thorn

Recovery:

-Ice Strike: Arcane 12: 1d8 + 5 + 5 ⇒ (1) + 5 + 5 = 11

[u]Summary[/u]:
Move: Watchtower -> Molten Pool -> Cathedral of St. Clydwell
Acquired: Molten Pool Card 1,2: Drocha Swarm, Mist Horror
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: Blancher (loot), Demonbane Longsword +2, Blazing Servant, Spiritwalk Armor, Blessing of Tsukiyo, Blessing of Angradd, Blessing of Abraxas (loot),

Displayed: Dwarven Plate,
Deck: 11 Discard: 6 Buried: 2
Current Location: Cathedral of St. Clydwell
Hero Points: 9
2-5E Reroll: Not used
Mythic Charges: 5
NOTES:
Available Support: Blessings are available for use.
Dimension Leap: When another character encounters a card, may discard to move yourself to or from that character's location.
Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Jorgenfist Spear, Whip of Centipedes, Four-Mirror Armor, Gem of Physical Prowess, Transmogrify (loot), Surgeon, Dwarven Earthbreaker +1, Energy Bolt, Blessing of Sivanah
Recharged: Scale of Sacred Weaponry (loot), Ebon Thorn,
Discard Pile: Blessing of the Inheritor, Demon Hunter, Wolf, Blessing of Shax, Sign of the Pack, Ice Strike,
Buried Pile: Soulshear (loot), Spellbreaker,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +5 mythic charges
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 +5 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
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 (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), 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. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


deck handler

Blessing of Shelyn in effect.

Move to Molten Pool.

random card: 1d4 + 1 ⇒ (1) + 1 = 2

Molten Pool Card 2: Mist Horror:

WotR
Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.

combat 20 revealing Returning Totem Spear using Survival: 1d12 + 1d8 + 13 ⇒ (3) + (1) + 13 = 17
recharge Shoanti Barbarian Hide to add my Survival: 1d12 + 6 ⇒ (9) + 6 = 15

32 succeeds. On local monster defeat search my deck for Death's Touch. Mist Horror is shuffled into location. Discard Blessing of Abadar to explore.

random card: 1d4 + 1 ⇒ (4) + 1 = 5

Molten Pool Card 5: Vulture Demon:

None
Henchman 5
Type: Monster
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 Constituion 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_

BYA fortitude 9 discarding Blessing of Shax to bless: 2d8 + 1 ⇒ (4, 7) + 1 = 12

combat 19 casting Divine Blaze (Core) revealing Black Robe: 1d12 + 1d4 + 4d8 + 9 ⇒ (12) + (3) + (6, 8, 2, 1) + 9 = 41

On local monster defeat search my deck for Twitch Tonic and draw it.

Twitch Tonic to draw discarded allies: 1d4 + 1 ⇒ (4) + 1 = 5

All 3 of them. Discard Mendevian Crusader to explore.

random from the top: 1d3 ⇒ 2

Molten Pool Card 3: 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.

BYA summon and encounter Treachery Demon.

Treachery Demon:

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.

BYA Wisdom 12: 1d12 + 9 ⇒ (3) + 9 = 12

Crowe recharges Blessing of Angradd to bless.

combat 24 casting Death's Touch, revealing Black Robe, blessed by Angradd, aided by Mendevian Crusader: 2d12 + 1d4 + 3d6 + 15 ⇒ (8, 6) + (2) + (2, 1, 5) + 15 = 39

On defeating Treachery Demon draw 2 cards: Icy Prison (Core) and Crystalline Carniviore. On local monster defeat draw Bodyguard from my deck.

combat 11 vs Blackfire Adapt casting Icy Prison (Core), revealing Black Robe, aided by Mendevian Crusader: 1d12 + 1d4 + 4d6 + 10 ⇒ (2) + (4) + (5, 6, 2, 2) + 10 = 31

On local monster defeat draw Major Cure from my deck. Take 6 fire damage to close. Recharge Bodyguard to prevent 3, reveal Black Robe to prevent 2, discard Apprentice. On location close the location is reopened and Khorramzadeh is added.

Major Cure Crowe healing myself for 1: 1d4 + 1 ⇒ (4) + 1 = 5

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Divine Blaze (Core): Divine 14: 1d12 + 1d4 + 11 ⇒ (3) + (4) + 11 = 18 -> Divine Blaze (Core) recharged.
Twitch Tonic: Knowledge 8: 1d8 + 4 ⇒ (4) + 4 = 8 -> Twitch Tonic recharged.
Death's Touch: Arcane 12: 1d12 + 1d4 + 11 ⇒ (3) + (1) + 11 = 15 -> Death's Touch recharged.
Icy Prison (Core): Arcane 14: 1d12 + 1d4 + 11 ⇒ (7) + (4) + 11 = 22 -> Icy Prison (Core) recharged.
Major Cure: Divine 10: 1d12 + 1d4 + 11 ⇒ (12) + (2) + 11 = 25 -> Major Cure recharged.

Mother Myrtle resets their hand.

Mother Myrtle wrote:

Hand: Returning Totem Spear, Shoanti Barbarian Hide, Quadnys Orlun, Crystalline Carniviore, Wolverine, Black Robe,

Displayed:
Deck: 22 Discard: 4 Buried: 1
"Current Location: Molten Pool
Hero Points: 6"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused
Hierophant mythic charges 5/5:

Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck. Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.

Crystalline Carniviore: Banish this card to add 1 die to a combat check by a character at your location.

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): Riding Allosaurus, Bodyguard, Lyrune-quah Truthspeaker, Sword of Subtlety, Merchant Lord, Blessing of Nethys, Blessing of the Elements, Liquid Persuasion, Wolf, Elixir of Healing, Steal Mythic Power, Pit Gladiator, Elixir of Focus, The Carnival, Embiggen, Blessing of the Spy, Potion of Restoration
Recharged: Divine Blaze (Core), Twitch Tonic, Death's Touch, Icy Prison (Core), Major Cure,
Discard Pile: Blessing of Abadar, Blessing of Shax, Mendevian Crusader, Apprentice,
Buried Pile: Blessing of Iomedae,
"
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 +1d4)
(Divine: Wisdom +1d4)
"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 ([x] 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.
When a character at your location defeats a monster, you may draw an ally ([x] or a spell or an item) from your discard pile ([x] or search your deck for a card of that type and draw it).
[ ] [ ] [ ] Undaunted Guardian: When you attempt to guard your location, check a box that precedes this reward to automatically succeed.

Molten Pool closed then reopened with Khorramzadeh as the only card.

Crowe recharged Blessing of Angradd then healed for 5.


deck handler

fort 12 aided by Nissa: 1d8 + 1d4 + 1 ⇒ (4) + (2) + 1 = 7
display and recharge Shoanti Barbarian Hide to add my survival: 1d12 + 6 ⇒ (7) + 6 = 13


Deck Handler

It is the hour of Ascension

Move to: Molten Pool
Location Power: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.

Display Embiggen
Display Pyrokinesis

Free exploration

Khorramzadeh:

WOTR-B villain (monster)
Outsider
Demon
Mythic
Check 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.

BYA, everyone has to make a Con/Fort 12 check or take 2d4 Fire and move to a random location. (Note that Nissa adds 1d4 to your Fort checks).

Recharge Aegis of Recovery to add 1 die
Fort 12, nissa, aegis of recovery, embiggen: 2d10 + 1d10 + 5 ⇒ (1, 1) + (6) + 5 = 13 Whew, a little *too* close, but good enough!

Recharge Missing Eye vs Demon (adds Cold trait)
Ask Crowe to discard Blessing of Tsukiyo
Spend 2 mythic charges
Combat 50, nissa, marshal, embiggen: 2d10 + 1d10 + 5 + 5 + 1d20 + 1 + 1d20 + 5 + 1d10 + 5 ⇒ (7, 4) + (3) + 5 + 5 + (11) + 1 + (18) + 5 + (7) + 5 = 71

Recharge Planar Crossbow +2 vs Outsider (ignore immunities)
Ask Crowe to discard Blessing of Abraxas
Ask MM to banish Carnivore to add a die.
Spend 3 mythic charges
Combat 50, nissa, marshal, pyrokinesis, embiggen: 4d10 + 1d20 + 5 + 3 + 1d20 + 2 + 1d20 ⇒ (10, 6, 9, 2) + (15) + 5 + 3 + (11) + 2 + (5) = 68

We win!


You have purged the last demon from Vigil. Khorramzadeh has fled back through the portal to Iz, grievously wounded. He’s unlikely to return to your plane as long as you survive. The Lexicon is secured, and the queen knows the ritual to close the Worldwound. This far from the front, you could not have achieved a greater victory. The Crusaders of Lastwall rallied to your side in defense of Vigil. Now, they have vowed to follow you back to Mendev as a mighty army of righteousness. Should anything stand in your way, it will know the sting of a thousand bright blades.

The queen’s ritual has dramatically turned the tide of battle. The Worldwound’s remaining time on this plane can be counted in weeks. If the Abyss has anything left to throw at you, it is most certainly headed your way.

REWARD
For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace 1 weapon in her deck with the loot Dawnflower’s Kiss. At the end of each scenario, return the loot to the game box.

Dawnflower's Kiss:
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.

ADVENTURE REWARD
Each character gains a power feat. (Max power feats increases by 1.)
For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace 1 armor in her deck with the loot Stole of the Inheritor. At the end of each scenario, return the loot to the game box.

Stole of the Inheritor:
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.

HERO POINT
Each character earns 1 Hero Point.

ACQUIRED CARDS

  • Wolverine (Ally 1)
  • Pit Gladiator (Ally 4)
  • Merchant Lord (Ally 4)
  • Merchant Lord (Ally 4)
  • Druid of the Leaf (Ally 3)
  • Unfettered Imp (Ally 3)
  • Wolf (Ally 2)
  • Wolf (Ally 2)
  • Quadnys Orlun (Ally 1)
  • Mendevian Crusader (Ally B)
  • Demon Hunter (Ally B)
  • Demon Hunter (Ally B)

  • Spiritwalk Armor (Armor 5)
  • Expeditious Chain Mail (Armor 4)
  • Ebon Thorn (Armor 4)

  • Blessing of Xoveron (Blessing 5)
  • Blessing of Nethys (Blessing 2)
  • Blessing of Baphomet (Blessing B)
  • Blessing of Shax (Blessing B)
  • Blessing of Iomedae (Blessing B)
  • Blessing of Abadar (Blessing B)

  • Torc of the Heavens (Item 5)
  • Dawnflower's Light (Item 2)
  • Demon Hunter's Handbook (Item B)
  • Demon Hunter's Handbook (Item B)

  • Steal Mythic Power (Spell 5)
  • Rune of Jandelay (Spell 5)
  • Ice Strike (Spell 3)

  • Sword of Subtlety (Weapon 5)
  • Spellbreaker (Weapon 5)
  • Planar Crossbow +2 (Weapon 5)
  • Marksman's Bow (Weapon 2)


Adventure 6: The Last Crusade

It’s the end of the world as you know it. The Worldwound has been a dominant feature of Golarion’s landscape for decades, but its time on this plane is coming to an end. Either you will close it forever or the demons will pour through it and overrun this entire plane. There is no middle ground in this crusade.

Queen Galfrey strongly favors the “close it forever” approach. She’s attacking the rift on two fronts: one inside the Abyss and the other at the gaping door to that realm. You’ve already been inside the Abyss, so you will lead the assault on this plane. Your mission is clear: Kill every demon you can find and drive the rest back through the rift.

You’ve been into the former lands of Sarkoris multiple times now. You’ve disrupted the siege at Fort Clearwater, ended a succubus’s rule over a flaming forest, and banished a pulsating tower in the Yathscar. You’ve been an inspiration to the soldiers risking their lives against legions of demons.

Your saga has been legendary, but you haven’t always emerged victorious. The Herald of Iomedae was captured at the Battle of Raliscrad. Then he had his heart ripped out at Pulura’s Fall. Now without a Herald for the first time in ages, Queen Galfrey must go it alone.

Well, not alone, exactly. She has help from you and a mighty army of crusaders from the city of Vigil, which you saved from Khorramzadeh’s treachery. The Storm King attempted to open a portal under Vigil and whisk the Queen through it. He failed due to your efforts. He will undoubtedly redouble his own.

You know where his efforts will reveal themselves next. You snatched the Lexicon of Paradox in the demon-controlled city of Undarin. Now Khorramzadeh’s witch Areelu Vorlesh is performing a ritual there to expand the Worldwound. You must get back before she does. And while you’re at it, you might as well kill everything in your path.

DURING THIS ADVENTURE
Basic and Elite cards (except for Blessings) have been removed.
The servitor demon is the henchman Favored of Deskari.

Favored of Deskari:
Henchman Monster 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.


Scenario A: Champions of the Horn

You blast into the Worldwound from the southwest border with Ustalav, an army of Vigil Crusaders at your command. Under the cover of the Shudderwood, you lead your troop through scattered batteries of undead shades and tainted fey. With a force this powerful, very little in this forest can stand in your way.

But the forest will eventually give way to the Sarkoris Steppes, and there you will find a more dangerous path. Formerly, the steppes were ignored by the demon hordes, since they had little more than sagebrush and cinder. Now with their hold on the Worldwound in danger, the squadrons of Baphomet and Deskari are on the move across these plains. You cannot afford a reduction in force. You will need allies, and fast.

Gashgelag, Scourge of the Steppe, patrols these lands. One of the most powerful demons remaining in the Worldwound, Gashgelag is a massive dinosaur-like demon who serves no demon lord. He simply destroys whatever he finds in his path among these blasted steppes.

One force stands between Gashgelag and total destruction: the barbarian tribe known as the Hornbreakers. These barbarians ride mammoths into combat, striking fear into even the most hardened demonic hearts. Their leader is the grizzled tribesman Khraigorr Half-Face. As the Hornbreakers ride north and south along the length of the border, they seek demonic incursions to destroy. Along the way, they help rescue raiding parties that are fleeing overwhelming odds. This tactic not only helps spread the Hornbreakers’ reputation, but also stabilizes the western boundary, even as it slowly inches eastward. Certainly, the sight of the Hornbreakers riding into a camp, their armor and mammoth mounts decorated with horn trophies broken from the skulls and bodies of slaughtered demons, is enough to raise a thunderous roar from any barbarian camp.

When the Hornbreakers gained the notice of Gashgelag, Khraigorr took him on one-on-one, his grievous wounds suggesting his appellation of “Half-Face.” Both sides are itching for a rematch. Your army might just be the one to give it to them.

DURING THIS SCENARIO
Locations cannot be temporarily closed.

Cohort: Khraigorr Half-Face:
Cohort 6

Traits:
Barbarian
Human

Reveal this card to add 1d6 to your combat check or to your check to acquire an ally.
When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.


During This Adventure: Basic and Elite cards (except for Blessings) have been removed.

Servitor Demon:
Favored of Deskari
Spoiler:
Henchman Monster 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.

During This Scenario: Locations cannot be temporarily closed.

Additional Rules:

Villain:
Gashgelag
Spoiler:
Monster Villain 6

Traits:
Demon
Mythic
Outsider

To Defeat:
Constitution Fortitude Wisdom 12
THEN
Combat 40

Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.


Henchmen:
Abyssal Army
Spoiler:
Barrier Henchman 6

Traits:
Army
Skirmish
Demon
Undead
Mythic

To Defeat:
Combat Combat 40
OR
Arcane Knowledge Divine Acrobatics 23

The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
If defeated, you may immediately close thie location this henchman came from.


Hunger That Moves
Spoiler:
Monster Henchman 6

Traits:
Outsider

To Defeat:
Combat 36
THEN
Combat 30

The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile.
If defeated, you may attempt to close the location this henchman came from.


Cohort:
Khraigorr Half-Face
Spoiler:
Cohort 6
Traits:
Barbarian
Human

Reveal this card to add 1d6 to your combat check or to your check to acquire an ally.
When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.

Party Tracker

Scenario Level (#): 6

Location #1: Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M: 1 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Location #2: Eagle Rock
At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
When Closing: Summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:

Location #3: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: (The start-of-turn Fire damage does still happen when closed.)

Location #4: 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 #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: 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

Starting Location: Great Hall

No interest in the cohort.

"

Erasmus wrote:

Hand: The Missing Eye, Aegis of Recovery, Angelstep, Balmberry Bush, Blessing of the Everbloom,

Displayed: Spirit Relatives (Nissa),
Deck: 15 Discard: 0 Buried: 0
Current Location: Great Hall
Hero Points: 7
Tshirt Reroll: Available
Mythic Charges: 6
NOTES:
Available Support: If at the same location as Erasmus: +1d4 to Strength, Melee, Fortitude, Ranged AND

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Snapping Flytrap, Harrow Deck (Core), Cloud Puff, Leshykineticist, Seaborne Trident +1, Object Reading, Verdant Rager, Sign of the Rider, Call Spirit, Sign of the Patriarch, Sign of the Bridge, Pyrokinesis, Embiggen, Sign of the Mother, Aspect of the Bull
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Nissa: +1d6+# for Strength, Melee: Strength, Ranged: Strength
Dexterity d8 ☑ +1 ☐ +2 ☐ +3
Baylock: +1d6+# for Dexterity, Stealth: Dex, Disable: Dex
Constitution d6 ☐ +1 ☐ +2
Nissa: +1d6+# for Constitution: Fortitude
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Balsamo: +1d6+# for Int, Knowledge: Int, Craft: Int
Wisdom d6 ☑ +1 ☑ +2
Perception: Wisdom +3
Veldira: +1d6+# for Wis, Divine: Wisdom, and Perception: Wis, Survival: Wis
Charisma d8 ☑ +1 ☑ +2 ☑ +3
Arcane: Charisma +1
Balsamo: +1d6+# for Arcane: Cha
Baylock: +1d6+# for Diplomacy: Cha

Favored Card: {My choice: Weapon}
Hand Size:
Proficiencies:
{Weapons, Arcane, Divine}
POWERS: (Role: Storyteller)
On your check, after the roll, you may bury ([X] or discard) 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 ([X] 1 plus) the number of cards recharged to your checks until the end of the turn. (☐ Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it.)
[X] Add 1d4 (☐ +1) to another character at your location's checks that use any skill marked on the cohort Spirit Relatives (Veldira: Wisdom, Divine: Wisdom, Perception: Wisdom, Survival: Wisdom) (Balsamo: Intelligence, Arcane: Charisma, Knowledge: Intelligence, Craft: Intelligence) (Baylock: Dexterity, Stealth: Dexterity, Disable: Dexterity, Diplomacy: Charisma) (Nissa: Strength, Melee: Strength, Fortitude: Constitution, Ranged: Strength).
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([X] or to put a second marker on it).
[X] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.
Undaunted Guardian boon: [] [] [] When you attempt to guard your location, check a box that precedes this reward to automatically succeed.

Marshal
Add your number of mythic charges to your {Strength or Charisma} check. Then you may expend 1 or more changes. If you do {after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.}, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to {When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.}.

"


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

Continuing to replace Cockroach Coat with Chalice of Ozem

Start at Great Hall

Merisiel wrote:

Hand: Menacing Backsword +1, Keen Spiked Chain, Shadowless Sword, Glamered Leather Armor, Smoke Bomb, Blessing of Asmodeus,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Great Hall
Hero Points: 10
Product Reroll Unused
Mythic Charges: 5
NOTES:
Available Support: Smoke Bomb: Allow a local character to evade

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gem of Physical Prowess, Blessing of the Spy 2, Heister, Blessing of the Spy 1, Blessing of Achaekek, Fortune-Teller, Quick-Change Mask, Cerulean Mastermind, Limning Starknife, Vampiric Backsword +3, Chalice of Ozem, Vestments of False Faith, Blessing of the Midnight Lord, Sable Company Leathers
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +5 mythic charges
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☑ +1 ☑ +2 +5 mythic charges
Intelligence: Craft + 2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2

ROGUE - SHADOW
Favored Card: Item
Hand Size:
Proficiencies:
☑ Weapons
POWERS:
You may evade your encounter. (☐ and if it is a boon, you may put it on top of the location deck).
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) (☐+3) (☐+4) to your combat check (☑ and discard it to gain an additional 1d6).
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
☑ When a monster deals damage to you before (☑ or after) acting, reduce that damage to 0.
☑ You automatically succeed at your Knowledge check.

Mythic Trickster
Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more changes. If you do after the encounter, you may move, ignoring any movement restrictions, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Dexterity, Intelligence,


deck handler

Trading out Tangleburn Bag for Black Robe. Not very interested in the Cohort but will take it if Crowe doesn't want it. Starting at the same location as Crowe.

Mother Myrtle wrote:

Hand: Major Cure, Death's Touch, Bodyguard, Crystalline Carniviore, Embiggen, Black Robe, Restoration (Core),

Displayed:
Deck: 13 Discard: 0 Buried: 0
"Current Location: Crowe
Hero Points: 7"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused
Hierophant mythic charges 6/6:

Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck. Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.

Crystalline Carniviore: Banish this card to add 1 die to a combat check by a character at your location.

Embiggen: Freely display next to a local character. While displayed: On that character’s checks, replace all dice as follows: d4->d8, d6->d10, d8->12, d10->d12, d12->d20 (if you have one). At the end of the turn, banish.

Bodyguard: When a local character suffers damage, recharge to reduce it by 3.

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): The Carnival, Elixir of Focus, Liquid Persuasion, Elixir of Healing, Blessing of the Elements, Divine Blaze (Core), Shoanti Barbarian Hide, Twitch Tonic, Potion of Restoration, Returning Totem Spear, Apprentice, Riding Allosaurus, Lyrune-quah Truthspeaker
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 +1d4)
(Divine: Wisdom +1d4)
"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 ([x] 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.
When a character at your location defeats a monster, you may draw an ally ([x] or a spell or an item) from your discard pile ([x] or search your deck for a card of that type and draw it).
[ ] [ ] [ ] Undaunted Guardian: When you attempt to guard your location, check a box that precedes this reward to automatically succeed.

At the start of Merisiel's turn cast Restoration (Core) on myself to draw 2 cards: Shoanti Barbarian Hide and Lyrune-quah Truthspeaker. Display the armor. Auto recover Restoration.


Deck Handler

Crowe will start at the Cavern.

Will take the Cohort Khraigorr Half-Face.

Crowe wrote:

Hand: Dwarven Earthbreaker +1, Blazing Servant, Energy Bolt, Dwarven Plate, Blessing of Angradd, Blessing of Tsukiyo, Blessing of Sivanah, Khraigorr Half-Face,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Cavern
Hero Points: 10
2-5E Reroll: Not used
Mythic Charges: 6
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): Blessing of Abraxas (loot), Blessing of Shax, Four-Mirror Armor, Gem of Physical Prowess, Blancher (loot), Surgeon, Jorgenfist Spear, Whip of Centipedes, Transmogrify (loot), Demonbane Longsword +2, Scale of Sacred Weaponry (loot), Blessing of the Inheritor, Soulshear (loot)
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
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 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
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 (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), 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. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


During This Adventure: Basic and Elite cards (except for Blessings) have been removed.

Servitor Demon:
Favored of Deskari
Spoiler:
Henchman Monster 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.

During This Scenario: Locations cannot be temporarily closed.

Additional Rules:

Villain:
Gashgelag
Spoiler:
Monster Villain 6

Traits:
Demon
Mythic
Outsider

To Defeat:
Constitution Fortitude Wisdom 12
THEN
Combat 40

Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.


Henchmen:
Abyssal Army
Spoiler:
Barrier Henchman 6

Traits:
Army
Skirmish
Demon
Undead
Mythic

To Defeat:
Combat Combat 40
OR
Arcane Knowledge Divine Acrobatics 23

The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
If defeated, you may immediately close thie location this henchman came from.


Hunger That Moves
Spoiler:
Monster Henchman 6

Traits:
Outsider

To Defeat:
Combat 36
THEN
Combat 30

The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile.
If defeated, you may attempt to close the location this henchman came from.


Cohort:
Khraigorr Half-Face
Spoiler:
Cohort 6
Traits:
Barbarian
Human

Reveal this card to add 1d6 to your combat check or to your check to acquire an ally.
When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.

Party Tracker

Scenario Level (#): 6

Turn: 1, Merisiel/NathanDavis

Random Cards:

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

Spoiler:
Filth Demon
WotR
Monster 4
Traits:
Demon
Curse
To Defeat:
Combat 22
The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.

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

Barriers
Spoiler:
Gift of Nocticula
WotR
Barrier 4
Traits:
Temptation
Deity
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.

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

Spoiler:
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:
Death of Righteousness
WotR
Barrier 2
Traits:
Trap
Mental
Magic
To Defeat:
Wisdom 12
OR Knowledge 10
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.

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.

Weapons
Spoiler:
Sunsword
WotR
Weapon 6
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 14
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4; you may additionally discard this card or a card that has the Divine trait to add another 1d10. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 1d10. If not proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Dragonbreath Bow
WotR
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Spoiler:
Skirmishing Spear
WotR
Weapon 3
Traits:
Spear
Ranged
Piercing
Magic
Mythic
Veteran
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

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

Spoiler:
Master's Lash
WotR
Weapon 6
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee
Dexterity 16
For your combat check, reveal this card to use your Strength, Melee, or Dexterity skill + 1d6+5; you may additionally discard this card to add another 3d6+3 and the Poison trait; ignore the bane's immunities on this check.
Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location.

Spells
Spoiler:
Restore Mythic Power
WotR
Spell 3
Traits:
Magic
Arcane
Divine
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.

Spoiler:
Good Omen
WotR
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

Spoiler:
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:
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:
Horns of Naraga
WotR
Armor 6
Traits:
Light Armor
Magic
Corrupted
Mythic
To Acquire:
Constitution
Fortitude 16
When you defeat a monster, recharge this card to shuffle a number of random cards equal to your number of mythic charges from your discard pile into your deck. If this card has the Corrupted trait, discard a card from the blessings deck.
Recharge this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

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.

Items
Spoiler:
Pure Holy Water
WotR
Item 3
Traits:
Liquid
Magic
Divine
To Acquire:
Craft
Wisdom
Divine 12
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

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

Spoiler:
Tome of Mental Prowess
WotR
Item 3
Traits:
Book
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
Remove this card from the game to gain an Intelligence, Wisdom, or Charisma skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.

Spoiler:
Ring of Reflection
WotR
Item 4
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 12
When a monster deals an amount of damage to you before you act, recharge this card to reduce that damage to 0, and add that amount to your checks against the monster.

Spoiler:
Staff of the Heirophant
WotR
Item 6
Traits:
Staff
Magic
Divine
Mythic
To Acquire:
Wisdom
Divine 17
Reveal this card and recharge a spell that has the Divine trait to add 1d8 to any check by a character at your location.
Display this card. While displayed, when you recharge a spell that has the Divine trait after playing it, you may expend a mythic charge to put that spell on top of this card. At the end of the turn, put this card and any cards on it on top of your deck.

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

Spoiler:
Pit Gladiator
WotR
Ally 4
Traits:
Human
Warrior
To Acquire:
Strength
Melee 12
THEN Charisma
Diplomacy 12
Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.

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

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

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 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.

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 the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Current Hour:

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

Hours Remaining: 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 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 2 MotherMyrtle/Bigguyinblack
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 3 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 3 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 4 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 4 Merisiel/NathanDavis
Blessing of Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 5 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 6 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 6 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 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 Xoveron
WotR
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 9 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 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 10 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 11 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 11 Erasmus/AbrahamZ.
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 12 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 12 Merisiel/NathanDavis
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 13 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 13 Crowe/MauveAvenger
Blessing of Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 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 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 16 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 16 Merisiel/NathanDavis
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 17 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 17 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 18 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 18 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 19 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 19 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 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 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 22 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 22 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 23 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 23 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 24 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 24 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 25 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 25 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 26 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 26 MotherMyrtle/Bigguyinblack
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 27 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 27 Erasmus/AbrahamZ.
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 28 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 28 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 29 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 29 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.

Location #1: Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M: 1 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Erasmus, Merisiel

Great Hall Card 1:
Thorncrown of Iomedae
WotR
Item 6
Traits:
Accessory
Divine
Iomedae
Mythic
To Acquire:
Wisdom
Divine 20
For your combat check, discard this card to use your Divine skill + 3d6 plus your number of mythic charges. If the check is to defeat a bane that has the Undead trait, add 3d12 instead of 3d6.
Recharge this card to add a card from the blessings deck to your hand. If the card has the Iomedae trait, shuffle a random card from the blessings discard pile into the blessings deck.
If your character would die, banish this card to shuffle your hand, your discard pile, and your buried cards into your deck instead; you are not dead.
Great Hall Card 2:
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.
Great Hall Card 3:
Pillar of Life
WotR
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 12
Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Great Hall Card 4:
Hunger That Moves
None
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30
The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.
Great Hall Card 5:
Disrupting Warhammer
WotR
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Great Hall Card 6:
Mantle of Faith
WotR
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 15
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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.
Great Hall Card 7:
Chevalier
WotR
Ally 6
Traits:
Halfling
Aristocrat
To Acquire:
Charisma
Diplomacy 9
Recharge this card to add 2d4 to your Melee combat check.
Bury this card to reduce damage dealt to you to 0.
Great Hall Card 8:
Iron Flask
WotR
Item 6
Traits:
Item
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
When you encounter a monster that has the Elemental or Outsider trait from a location deck, you may display this card next to that deck and put the monster on top of this card. The monster is neither defeated nor undefeated; it still counts as part of its location deck except for the purpose of exploring. At the end of your turn, put the monster on the top or bottom of its location deck and bury this card.
Great Hall Card 9:
Corruption Demon
WotR
Monster 5
Traits:
Outsider
Demon
To Defeat:
Combat 25
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.
Great Hall Card 10:
Swordbreaker
WotR
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Veteran
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Location #2: Eagle Rock
At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
When Closing: Summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:
Eagle Rock Card 1:
Orengofta
WotR
Ally 5
Traits:
Outsider
Demon
Mythic
To Acquire:
None 0
To acquire this card, examine a number of cards from the blessings deck equal to the number of characters; discard all that do not have the Corrupted trait, then shuffle the blessings deck.
Bury this card and expend a mythic charge to search your location deck for a villain and put it on top of that deck. If you do not find a villain, each character summons and encounters this adventure's servitor demon.
Eagle Rock Card 2:
Betrayal Demon
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 16
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
Eagle Rock Card 3:
Keen Scythe +2
WotR
Weapon 5
Traits:
Scythe
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 6.
Eagle Rock Card 4:
Blessing of Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Eagle Rock Card 5:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Eagle Rock Card 6:
Chaos Stone
WotR
Item 5
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.
Eagle Rock Card 7:
Dragonbreath Bow
WotR
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.
Eagle Rock Card 8:
Abyssal Shortcut
WotR
Barrier 4
Traits:
Temptation
Abyssal
To Defeat:
None 0
Display this barrier next to a location; the barrier is defeated.
While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.
Eagle Rock Card 9:
Elder Fire Demon
WotR
Monster 6
Traits:
Outsider
Demon
Aristocrat
Mythic
To Defeat:
Combat 33
The Elder Fire Demon is immune to the Electricity, Fire, and Poison traits. All damage dealt by the Fire Demon is Fire damage. If you succeed at an Intelligence or Knowledge 18 check, add 10 to your check to defeat it.
If undefeated, expend 1d4 mythic charges.
If defeated, each character at your location rolls 1d20; if a character rolls a number less than or equal to her hand size, she discards her hand.
Eagle Rock Card 10:
Hunger That Moves
None
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30
The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

Location #3: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: (The start-of-turn Fire damage does still happen when closed.)
Molten Pool Card 1:
Death by Pleasure
WotR
Barrier 6
Traits:
Obstacle
Magic
Mental
To Defeat:
Charisma
Diplomacy
Disable 15
Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.
Molten Pool Card 2:
Vorpal Blade
WotR
Weapon 6
Traits:
Sword
Melee
Slashing
Magic
Mythic
To Acquire:
Strength
Melee 17
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+5; you may additionally expend a mythic charge to add another 1d20 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4. If any d20 rolled on this check is a 20, you succeed at the check.
Molten Pool Card 3:
Magic Ray Fusillade
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
Molten Pool Card 4:
Hunger That Moves
None
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30
The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.
Molten Pool Card 5:
Nahyndrian Elixer
WotR
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic
To Acquire:
Intelligence
Craft
Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
Molten Pool Card 6:
Immortal Ichor
WotR
Monster 6
Traits:
Ooze
Mythic
To Defeat:
Combat 27
The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
While you act, a random other character at your location may not play cards or use powers during the encounter.
This intelligent mass of blood coagulated from the corpse of an evil entity_
Molten Pool Card 7:
Helm of the Valkyrie
WotR
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 6
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Molten Pool Card 8:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Molten Pool Card 9:
Groaning Gate
WotR
Barrier 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
Molten Pool Card 10:
Boar Demon
WotR
Monster 6
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.

Location #4: 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: Crowe, Mother Myrtle
Cavern Card 1:
Glimmer of Hope
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.
Cavern Card 2:
Apocalypse Demon
WotR
Monster 6
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 27
THEN Combat 30
The Apocalypse Demon is immune to the Electricity and Poison traits.
Before you act, if your location has the Abyssal trait, each other character at that location must succeed at a Wisdom 13 check or summon and build the location Middle of Nowhere and move there.
If you evade the Apocalypse Demon, put it on top of its location deck and end your turn.
Cavern Card 3:
Dominion Scientist
WotR
Monster 3
Traits:
Aberration
Sorcerer
To Defeat:
Combat 21
OR Knowledge 15
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_
Cavern Card 4:
Fortune's Arrow
WotR
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic
To Acquire:
Dexterity
Ranged 12
If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.
Cavern Card 5:
Celestial Unicorn
WotR
Ally 4
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.
Cavern Card 6:
Rapier of Puncturing
WotR
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.
Cavern Card 7:
Armor of the Pious
WotR
Armor 2
Traits:
Heavy Armor
Magic
Healing
To Acquire:
Constitution
Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Cavern Card 8:
Gashgelag
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Constitution
Fortitude
Wisdom 12
THEN Combat 40
Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.
Cavern Card 9:
Flensing Walls
WotR
Barrier 6
Traits:
Obstacle
Magic
To Defeat:
Arcane
Divine 20
OR Disable 17
Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.
Cavern Card 10:
Salamander
WotR
Monster 2
Traits:
Outsider
To Defeat:
Combat 15
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

Location #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:
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.
Abyssal River Card 2:
Abyssal Army
WotR
Henchman 6
Type: Barrier
Traits:
Army
Skirmish
Demon
Undead
Mythic
To Defeat:
Combat
Combat 40
OR Arcane
Knowledge
Divine
Acrobatics 23
The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
If defeated, you may immediately close thie location this henchman came from.
Abyssal River Card 3:
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.
Abyssal River Card 4:
Wrecker Demon
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Abyssal River Card 5:
Poison Spiked Pit Trap
WotR
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Abyssal River Card 6:
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.
Abyssal River Card 7:
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 8:
Tome of Physical Might
WotR
Item 4
Traits:
Book
Magic
To Acquire:
Strength
Dexterity
Constitution 13
Remove this card from the game to gain a Strength, Dexterity, or Constitution skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.
Abyssal River Card 9:
Black Flame Vrolikai
WotR
Monster 6
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 25
The Black Flame Vrolikai may not be evaded and is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before the encounter, roll 1d4; on a 1, bury your role card.
If undefeated, bury your role card.
Abyssal River Card 10:
Charm Monster
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.

Location #6: 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:
Infinite Rod
WotR
Weapon 6
Traits:
Club
Melee
Magic
To Acquire:
Strength
Melee 13
OR Arcane
Divine 15
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3 and add any of the following traits: Bludgeoning, Fire, Piercing, or Slashing; you may additionally discard this card to add another 2d6+4. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card to add 2 dice to any check to defeat a barrier, or to evade a monster you encounter that is not immune to the Mental trait.
Canyon Card 2:
Worm Demon
WotR
Monster B
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids_
Canyon Card 3:
Tarnhelm
WotR
Armor 6
Traits:
Heavy Armor
Magic
Mythic
To Acquire:
Constitution
Fortitude 20
Recharge this card and expend a mythic charge to add 1d20 and the Acid, Cold, Electricity, Fire or Poison trait to your combat check; after the encounter, you may move yourself and any number of characters from your location to 1 other location.
Reveal this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Canyon Card 4:
Toad Demon
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
Canyon Card 5:
Maze Tapestry
WotR
Barrier 5
Traits:
Obstacle
Magic
To Defeat:
Wisdom
Perception
Survival 15
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.
Canyon Card 6:
Verminous Symbols
WotR
Barrier 6
Traits:
Trap
Magic
Arcane
To Defeat:
Constitution
Fortitude
Wisdom 17
OR Disable 15
If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.
Canyon Card 7:
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.
Canyon Card 8:
Hunger That Moves
None
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30
The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.
Canyon Card 9:
Runelord Alderpash
WotR
Ally 5
Traits:
Undead
Lich
Evoker
To Acquire:
None 0
Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
Banish this card and discard your hand to permanently close your location, then end your turn.
Canyon Card 10:
Telekinesis Trap
WotR
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 14
OR Disable 11
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.


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

Hour of Ascension

Give Card to Erasmus: Shadowless Sword
Move to Canyon


Free explore and encounter Infinite Rod
Evade.


Discard Blessing of Asmodeus to explore and encounter...

Shuffle explore: 1d10 ⇒ 10 Canyon Card 10: Telekinesis Trap
[dice=Disable 11]1d12 + 12
Banished

Display Glamered Leather Armor

Merisiel goes back to canyon skulking and scouts out an epic weapon beyond her capabilities. She clears a trap away from it so that perhaps one of her companions may grab the Infinite Rod.

Merisiel wrote:

Hand: Menacing Backsword +1, Keen Spiked Chain, Limning Starknife, Vampiric Backsword +3, Smoke Bomb, Gem of Physical Prowess,

Displayed: Glamered Leather Armor,
Deck: 11 Discard: 1 Buried: 0
Current Location: Great Hall
Hero Points: 10
Product Reroll Unused
Mythic Charges: 6

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fortune-Teller, Blessing of the Spy 2, Heister, Cerulean Mastermind, Blessing of Achaekek, Sable Company Leathers, Chalice of Ozem, Blessing of the Spy 1, Quick-Change Mask, Blessing of the Midnight Lord, Vestments of False Faith
Recharged:
Discard Pile: Blessing of Asmodeus,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☑ +1 ☑ +2 +6 mythic charges
Intelligence: Craft + 2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2

ROGUE - SHADOW
Favored Card: Item
Hand Size:
Proficiencies:
☑ Weapons
POWERS:
You may evade your encounter. (☐ and if it is a boon, you may put it on top of the location deck).
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) (☐+3) (☐+4) to your combat check (☑ and discard it to gain an additional 1d6).
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
☑ When a monster deals damage to you before (☑ or after) acting, reduce that damage to 0.
☑ You automatically succeed at your Knowledge check.

Mythic Trickster
Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more changes. If you do after the encounter, you may move, ignoring any movement restrictions, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Dexterity, Intelligence,


Gave Erasmus Shadowless Sword
Canyon: Banished 10. 1 Known (Weapon 6!), but shuffled in.


Deck Handler

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

Turn: Turn 2 - 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: Display Dwarven Plate

Move: Stay at Cavern

Explore: Glimmer of Hope

Glimmer of Hope:
Glimmer of Hope
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

Display next to scenario. Discard Recharge Blessing of Tsukiyo to explore again.

Explore 2: Apocalypse Demon

Apocalypse Demon:
Apocalypse Demon
WotR
Monster 6
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 27
THEN Combat 30
The Apocalypse Demon is immune to the Electricity and Poison traits.
Before you act, if your location has the Abyssal trait, each other character at that location must succeed at a Wisdom 13 check or summon and build the location Middle of Nowhere and move there.
If you evade the Apocalypse Demon, put it on top of its location deck and end your turn.

Location does not have Abyssal trait. For combat, reveal Dwarven Earthbreaker +1 to do Melee+2d6+1. Reveal Khraigorr Half-Face to add 1d6. Bury Energy Bolt to add 1d10+1 and Force trait.

First Combat 27: 1d12 + 5 + 6 + 2d6 + 1 + 1d6 + 1d10 + 1 ⇒ (8) + 5 + 6 + (2, 1) + 1 + (3) + (3) + 1 = 30

For second combat, reveal Dwarven Earthbreaker +1 to do Melee+2d6+1. Reveal Khraigorr Half-Face to add 1d6. Discard Blessing of Sivanah to bless check.

Second Combat 30: 2d12 + 5 + 6 + 2d6 + 1 + 1d6 ⇒ (11, 3) + 5 + 6 + (6, 4) + 1 + (3) = 39

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Cavern
Acquired: N//a
Banished: Cavern Card 2: Apocalypse Demon
Examined: N/a
Random Card(s) Used: N/a
Displayed: Cavern Card 1: Glimmer of Hope
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Dwarven Earthbreaker +1, Soulshear (loot), Blazing Servant, Four-Mirror Armor, Blessing of Angradd, Blessing of Abraxas (loot), Khraigorr Half-Face,

Displayed: Dwarven Plate,
Deck: 11 Discard: 1 Buried: 1
Current Location: Cavern
Hero Points: 10
2-5E Reroll: Not used
Mythic Charges: 6
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): Gem of Physical Prowess, Whip of Centipedes, Blancher (loot), Blessing of the Inheritor, Blessing of Shax, Demonbane Longsword +2, Transmogrify (loot), Scale of Sacred Weaponry (loot), Surgeon, Jorgenfist Spear
Recharged: Blessing of Tsukiyo,
Discard Pile: Blessing of Sivanah,
Buried Pile: Energy Bolt,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
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 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
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 (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), 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. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


deck handler

During Crowe's turn a local monster was defeated so search my deck for Restoration (Core). Cast Restoration (Core) to draw 2 cards: Elixir of Healing and Elixir of Focus. Auto recharge the spell.

Blessing of Sarenrae in effect.

move to: 1d5 ⇒ 1 Great Hall

Great Hall Card 1: Thorncrown of Iomedae:

WotR
Item 6
Traits:
Accessory
Divine
Iomedae
Mythic
To Acquire:
Wisdom
Divine 20
For your combat check, discard this card to use your Divine skill + 3d6 plus your number of mythic charges. If the check is to defeat a bane that has the Undead trait, add 3d12 instead of 3d6.
Recharge this card to add a card from the blessings deck to your hand. If the card has the Iomedae trait, shuffle a random card from the blessings discard pile into the blessings deck.
If your character would die, banish this card to shuffle your hand, your discard pile, and your buried cards into your deck instead; you are not dead.

Divine 20 displaying Embiggen, revealing Black Robe: 1d20 + 1d8 + 12 ⇒ (2) + (8) + 12 = 22

Discard Lyrune-quah Truthspeaker to move to Abyssal River and explore.

Abyssal River Card 1: 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.

Each character summons and encounters the henchman Fiendish Tree. Reveal Black Robe to prevent the BYA and AYA damage.

combat 13 +6 +6 casting Death's Touch, aided by Embiggen, revealing Black Robe: 1d20 + 1d8 + 3d10 + 15 ⇒ (13) + (7) + (2, 7, 2) + 15 = 46

On local monster defeat search my deck for Restoration (Core) and draw it.

Ulkreth?: 1d20 ⇒ 1

I'm going to assume Merisiel evaded so summon and encounter Ulkreth

acrobatics 12 aided by Embiggen, using Elixir of Focus to add my Craft skill: 1d8 + 1d20 + 6 ⇒ (5) + (10) + 6 = 21

On local monster defeat search my deck for Potion of Restoration. Use Potion of Restoration to draw 2 cards: Liquid Persuasion and The Carnival. Cast Restoration (Core) to draw 2 cards: Riding Allosaurus and Apprentice. Discard Apprentice to explore.

Abyssal River Card 2: Abyssal Army:

WotR
Henchman 6
Type: Barrier
Traits:
Army
Skirmish
Demon
Undead
Mythic
To Defeat:
Combat
Combat 40
OR Arcane
Knowledge
Divine
Acrobatics 23
The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
If defeated, you may immediately close thie location this henchman came from.

divine 23 aided by Embiggen, revealing Black Robe: 1d20 + 1d8 + 12 ⇒ (16) + (2) + 12 = 30

Pausing for tree fight then army encounter.


Deck Handler

On Merisiel's turn: receive Shadowless Sword.

On MM's turn: Each character summons and encounters the henchman Fiendish Tree.

Great Hall: At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.

Favored of Deskari:

Henchman Monster 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.

Recharge Missing Eye
Combat 35, nissa, marshal: 1d6 + 1d6 + 6 + 6 + 1d8 + 1 + 1d6 + 6 + 1d6 + 6 ⇒ (6) + (3) + 6 + 6 + (3) + 1 + (1) + 6 + (3) + 6 = 41
Combat 35, nissa, marshal: 1d6 + 1d6 + 6 + 6 + 1d8 + 1 + 1d6 + 6 + 1d6 + 6 ⇒ (3) + (1) + 6 + 6 + (5) + 1 + (6) + 6 + (6) + 6 = 46

Fiendish Tree:

WOTR-B henchman (monster)
PlantDemonVeteran
Check to defeat:
Combat 13

The difficulty 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.

BYA: discard Balmberry Bush for 1 Ranged Combat dmg
Reveal Shadowless Sword
Combat 13+6+6=25, nissa, marshal: 1d6 + 1d6 + 6 + 6 + 1d8 + 2 + 1d8 ⇒ (6) + (3) + 6 + 6 + (4) + 2 + (4) = 31
AYA: discard Blessing of the Everbloom for 1 Ranged Combat dmg

Erasmus has defeated his Fiendish Tree.

Then...

Abyssal River Card 2: Abyssal Army:

WotR
Henchman 6
Type: Barrier
Traits:
Army
Skirmish
Demon
Undead
Mythic
To Defeat:
Combat
Combat 40
OR Arcane
Knowledge
Divine
Acrobatics 23
The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
If defeated, you may immediately close thie location this henchman came from.

Ask MM to discard Carnival to bless
Spend 1 mythic charge - 5 remaining
Arcane 23, marshal: 1d20 + 1d8 + 4 + 6 ⇒ (12) + (7) + 4 + 6 = 29
Defeated. Can give 1 mythic charge to any other local character but I think I am alone at the Great Hall?

"

Erasmus wrote:

Hand: Shadowless Sword, Aegis of Recovery, Angelstep,

Displayed: Spirit Relatives (Nissa),
Deck: 16 Discard: 2 Buried: 0
Current Location: Great Hall
Hero Points: 7
Tshirt Reroll: Available
Mythic Charges: 5
NOTES:
Available Support: If at the same location as Erasmus: +1d4 to Strength, Melee, Fortitude, Ranged AND

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Seaborne Trident +1, Sign of the Bridge, Call Spirit, Sign of the Rider, Pyrokinesis, Sign of the Patriarch, Verdant Rager, Leshykineticist, Embiggen, Sign of the Mother, Cloud Puff, Snapping Flytrap, Aspect of the Bull, Object Reading, Harrow Deck (Core)
Recharged: The Missing Eye,
Discard Pile: Balmberry Bush, Blessing of the Everbloom,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Nissa: +1d6+# for Strength, Melee: Strength, Ranged: Strength
Dexterity d8 ☑ +1 ☐ +2 ☐ +3
Baylock: +1d6+# for Dexterity, Stealth: Dex, Disable: Dex
Constitution d6 ☐ +1 ☐ +2
Nissa: +1d6+# for Constitution: Fortitude
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Balsamo: +1d6+# for Int, Knowledge: Int, Craft: Int
Wisdom d6 ☑ +1 ☑ +2
Perception: Wisdom +3
Veldira: +1d6+# for Wis, Divine: Wisdom, and Perception: Wis, Survival: Wis
Charisma d8 ☑ +1 ☑ +2 ☑ +3
Arcane: Charisma +1
Balsamo: +1d6+# for Arcane: Cha
Baylock: +1d6+# for Diplomacy: Cha

Favored Card: {My choice: Weapon}
Hand Size:
Proficiencies:
{Weapons, Arcane, Divine}
POWERS: (Role: Storyteller)
On your check, after the roll, you may bury ([X] or discard) 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 ([X] 1 plus) the number of cards recharged to your checks until the end of the turn. (☐ Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it.)
[X] Add 1d4 (☐ +1) to another character at your location's checks that use any skill marked on the cohort Spirit Relatives (Veldira: Wisdom, Divine: Wisdom, Perception: Wisdom, Survival: Wisdom) (Balsamo: Intelligence, Arcane: Charisma, Knowledge: Intelligence, Craft: Intelligence) (Baylock: Dexterity, Stealth: Dexterity, Disable: Dexterity, Diplomacy: Charisma) (Nissa: Strength, Melee: Strength, Fortitude: Constitution, Ranged: Strength).
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([X] or to put a second marker on it).
[X] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.
Undaunted Guardian boon: [] [] [] When you attempt to guard your location, check a box that precedes this reward to automatically succeed.

Marshal
Add your number of mythic charges to your {Strength or Charisma} check. Then you may expend 1 or more changes. If you do {after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.}, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to {When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.}.

"


Deck Handler

Crowe must summon Fiendish Tree.

Fiendish Tree:

WotR
Henchman 0
Type: Monster
Traits:
Plant
Demon
Veteran
Check to defeat
Combat 13
Powers
The difficulty 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.

Dwarven Plate reduces BYA Ranged Combat damage by 1 to 0. For combat, reveal Soulshear to do Melee+1d10+4. Khraigorr Half-Face adds 1d6.

Combat 13+6+6=25: 1d12 + 5 + 6 + 1d10 + 4 + 1d6 ⇒ (7) + 5 + 6 + (10) + 4 + (1) = 33

Defeated. Reveal Dwarven Plate to reduce AYA Ranged Combat damage by 1 to 0.

Now Crowe must defeat Abyssal Army

Abyssal Army:
Abyssal Army
WotR
Henchman 6
Type: Barrier
Traits:
Army
Skirmish
Demon
Undead
Mythic
To Defeat:
Combat
Combat 40
OR Arcane
Knowledge
Divine
Acrobatics 23
The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
If defeated, you may immediately close thie location this henchman came from.

Will take one of the Combat checks. Reveal Soulshear to do Melee+1d10+4. Banish Blazing Servants and recharge Impervious Fortress Plate to Recovery to add 1d8+5. Khraigorr Half-Face adds 1d6. Knights of Kenebres adds 1d6.

Combat 40: 1d12 + 5 + 6 + 1d10 + 4 + 1d8 + 5 + 1d6 + 1d6 ⇒ (3) + 5 + 6 + (2) + 4 + (7) + 5 + (4) + (4) = 40

Defeated!


Deck Handler

Bit of retcon. No Knights of Kenebres. Will instead bury Dwarven Earthbreaker +1 to add 1d10+1.

Combat 40: 3 + 5 + 6 + 2 + 4 + 7 + 5 + 4 + 1d10 + 1 ⇒ 3 + 5 + 6 + 2 + 4 + 7 + 5 + 4 + (7) + 1 = 44

Defeated!


deck handler

Merisiel evades the tree and auto passes the knowledge check vs the army. Discard Major Cure to close Abyssal River. Recharge Bodyguard to prevent the poison damage. Recharge Riding Allosaurus to move to Eagle Rock.

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Death's Touch: Arcane 12: 1d12 + 1d4 + 12 ⇒ (9) + (3) + 12 = 24 -> Death's Touch recharged.
Elixir of Focus: Knowledge 10: 1d8 + 4 ⇒ (5) + 4 = 9 -> Elixir of Focus discarded.
Potion of Restoration: Knowledge 9: 1d8 + 4 ⇒ (6) + 4 = 10 -> Potion of Restoration recharged.
Restoration (Core): Arcane 14: 1d12 + 1d4 + 12 ⇒ (3) + (3) + 12 = 18 -> Restoration (Core) recharged.
Embiggen: Arcane 10: 1d20 + 1d8 + 12 ⇒ (11) + (5) + 12 = 28 -> Embiggen recharged.

Mother Myrtle resets their hand.

Mother Myrtle wrote:

Hand: Liquid Persuasion, Elixir of Healing, Thorncrown of Iomedae, Crystalline Carniviore, Black Robe, Divine Blaze (Core), Returning Totem Spear,

Displayed: Shoanti Barbarian Hide,
Deck: 8 Discard: 5 Buried: 0
"Current Location: Eagle Rock
Hero Points: 7"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused
Hierophant mythic charges 6/6:

Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck. Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.

Crystalline Carniviore: Banish this card to add 1 die to a combat check by a character at your location.

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, Twitch Tonic
Recharged: Bodyguard, Riding Allosaurus, Death's Touch, Potion of Restoration, Restoration (Core), Embiggen,
Discard Pile: Lyrune-quah Truthspeaker, Apprentice, The Carnival, Major Cure, Elixir of Focus,
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 +1d4)
(Divine: Wisdom +1d4)
"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 ([x] 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.
When a character at your location defeats a monster, you may draw an ally ([x] or a spell or an item) from your discard pile ([x] or search your deck for a card of that type and draw it).
[ ] [ ] [ ] Undaunted Guardian: When you attempt to guard your location, check a box that precedes this reward to automatically succeed.

Abyssal River is closed.


Deck Handler

It is the hour of Ascension

Location Power: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.

Free exploration

Great Hall Card 2 is 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.

MM Chooses (1 MM, 2 Erasmus, 3 Merisiel, 4 Crowe): 1d4 ⇒ 2
Erasmus Chooses (1 MM, 2 Erasmus, 3 Merisiel, 4 Crowe): 1d4 ⇒ 3
Merisiel Chooses (1 MM, 2 Erasmus, 3 Merisiel, 4 Crowe): 1d4 ⇒ 4
Crowe Chooses (1 MM, 2 Erasmus, 3 Merisiel, 4 Crowe): 1d4 ⇒ 1

Everyone summons and encounters Favored of Deskari: barrier is only defeated if all the summoned demons are defeated.
Erasmus BYA due to location power: summon and encounter Favored of Deskari.

Favored of Deskari:

Henchman Monster 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.

Pausing for Discord consultation


deck handler

Favored of Deskari:

Henchman Monster 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.

combat 35 revealing Returning Totem Spear for survival, using Liquid Persuasion, sending Crystalline Carniviore to recovery to add a die: 2d12 + 1d8 + 14 + 1d12 + 6 ⇒ (2, 11) + (3) + 14 + (9) + 6 = 45

forced reroll: 2d12 + 1d8 + 14 + 1d12 + 6 ⇒ (7, 7) + (4) + 14 + (2) + 6 = 40

On local monster defeat search my deck for Restoration (Core). After the encounters send Restoration (Core) to recovery to draw 2 cards: Twitch Tonic and Riding Allosaurus.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Liquid Persuasion: Knowledge 11: 1d8 + 4 ⇒ (1) + 4 = 5 -> Liquid Persuasion discarded.
Crystalline Carniviore: Knowledge 11: 1d8 + 4 ⇒ (4) + 4 = 8 -> Crystalline Carniviore discarded.
Restoration (Core): Arcane 14: 1d12 + 1d4 + 12 ⇒ (9) + (2) + 12 = 23 -> Restoration (Core) recharged.


Deck Handler

Per Discord, going to accept inevitable defeat by FoD...

BYA Location Power - summon and encounter Favored of Deskari

Discard Shadowless Sword
Combat 35, nissa, marshal: 1d6 + 1d6 + 6 + 5 + 1d8 + 2 + 1d6 + 6 + 1d8 ⇒ (6) + (1) + 6 + 5 + (1) + 2 + (6) + 6 + (5) = 38
Combat 35, nissa, marshal: 1d6 + 1d6 + 6 + 5 + 1d8 + 2 + 1d6 + 6 + 1d8 ⇒ (3) + (3) + 6 + 5 + (4) + 2 + (2) + 6 + (4) = 35
BYA Location Power Favored of Deskari is defeated - Erasmus gains 1 mythic charge - back up to 6.

Demonic Horde causes Erasmus to summon and encounter Favored of Deskari:

Combat 35, nissa, marshal: 1d6 + 1d6 + 6 + 6 ⇒ (6) + (2) + 6 + 6 = 20
Discard Angelstep and Aegis of Recovery for 15 Combat dmg

Demonic Horde is undefeated. Shuffled back into Great Hall.

End turn

Reset Hand

Start of Merisiel's turn: display Aspect of the Bull. Bury Leshykineticist to activate Veldira.

Turn Summary:
* Great Hall is shuffled.

"

Erasmus wrote:

Hand: Sign of the Rider, Sign of the Bridge, Verdant Rager,

Displayed: Spirit Relatives (Nissa and Veldira), Aspect of the Bull,
Deck: 11 Discard: 5 Buried: 1
Current Location: Great Hall
Hero Points: 7
Tshirt Reroll: Available
Mythic Charges: 6
NOTES:
Available Support: If at the same location as Erasmus: +1d4 to Strength, Melee, Fortitude, Ranged AND Wisdom, Divine, Perception, Survival

Sign of the Bridge: +1 die for any check (recharge if barrier) - and Sign of the Rider can be used for the same. USE THESE BLESSINGS SINCE I HAVE NO WEAPON IN HAND AND WILL LIKELY HAND WIPE AGAIN SOON

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Snapping Flytrap, Cloud Puff, Object Reading, Embiggen, Sign of the Patriarch, Call Spirit, Pyrokinesis, Seaborne Trident +1, Harrow Deck (Core), Sign of the Mother
Recharged: The Missing Eye,
Discard Pile: Balmberry Bush, Blessing of the Everbloom, Shadowless Sword, Aegis of Recovery, Angelstep,
Buried Pile: Leshykineticist,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Nissa: +1d6+# for Strength, Melee: Strength, Ranged: Strength
Dexterity d8 ☑ +1 ☐ +2 ☐ +3
Baylock: +1d6+# for Dexterity, Stealth: Dex, Disable: Dex
Constitution d6 ☐ +1 ☐ +2
Nissa: +1d6+# for Constitution: Fortitude
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Balsamo: +1d6+# for Int, Knowledge: Int, Craft: Int
Wisdom d6 ☑ +1 ☑ +2
Perception: Wisdom +3
Veldira: +1d6+# for Wis, Divine: Wisdom, and Perception: Wis, Survival: Wis
Charisma d8 ☑ +1 ☑ +2 ☑ +3
Arcane: Charisma +1
Balsamo: +1d6+# for Arcane: Cha
Baylock: +1d6+# for Diplomacy: Cha

Favored Card: {My choice: Weapon}
Hand Size:
Proficiencies:
{Weapons, Arcane, Divine}
POWERS: (Role: Storyteller)
On your check, after the roll, you may bury ([X] or discard) 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 ([X] 1 plus) the number of cards recharged to your checks until the end of the turn. (☐ Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it.)
[X] Add 1d4 (☐ +1) to another character at your location's checks that use any skill marked on the cohort Spirit Relatives (Veldira: Wisdom, Divine: Wisdom, Perception: Wisdom, Survival: Wisdom) (Balsamo: Intelligence, Arcane: Charisma, Knowledge: Intelligence, Craft: Intelligence) (Baylock: Dexterity, Stealth: Dexterity, Disable: Dexterity, Diplomacy: Charisma) (Nissa: Strength, Melee: Strength, Fortitude: Constitution, Ranged: Strength).
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([X] or to put a second marker on it).
[X] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.
Undaunted Guardian boon: [] [] [] When you attempt to guard your location, check a box that precedes this reward to automatically succeed.

Marshal
Add your number of mythic charges to your {Strength or Charisma} check. Then you may expend 1 or more changes. If you do {after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.}, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to {When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.}.

"


Crowe and Merisiel must each summon a Favored of Deskari, from the Demonic Horde on Erasmus’s turn.

During This Adventure: Basic and Elite cards (except for Blessings) have been removed.

Servitor Demon:
Favored of Deskari
Spoiler:
Henchman Monster 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.

During This Scenario: Locations cannot be temporarily closed.

Glimmer of Hope (displayed barrier)
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

Additional Rules:

Villain:
Gashgelag
Spoiler:
Monster Villain 6

Traits:
Demon
Mythic
Outsider

To Defeat:
Constitution Fortitude Wisdom 12
THEN
Combat 40

Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.


Henchmen:
Abyssal Army
Spoiler:
Barrier Henchman 6

Traits:
Army
Skirmish
Demon
Undead
Mythic

To Defeat:
Combat Combat 40
OR
Arcane Knowledge Divine Acrobatics 23

The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
If defeated, you may immediately close thie location this henchman came from.


Hunger That Moves
Spoiler:
Monster Henchman 6

Traits:
Outsider

To Defeat:
Combat 36
THEN
Combat 30

The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile.
If defeated, you may attempt to close the location this henchman came from.


Cohort:
Khraigorr Half-Face
Spoiler:
Cohort 6
Traits:
Barbarian
Human

Reveal this card to add 1d6 to your combat check or to your check to acquire an ally.
When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.

Party Tracker

Scenario Level (#): 6

Turn: 5, Merisiel/NathanDavis

Random Cards:

Monsters
Spoiler:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_

Spoiler:
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:
Black Flame Vrolikai
WotR
Monster 6
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 25
The Black Flame Vrolikai may not be evaded and is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before the encounter, roll 1d4; on a 1, bury your role card.
If undefeated, bury your role card.

Spoiler:
Deacon of Death
WotR
Monster 4
Traits:
Outsider
To Defeat:
Combat 30
The Deacon of Death is immune to the Acid and Poison traits.
Before you act, if any locations are closed, you may bury a card to evade the Deacon of Death, summon and build the location Middle of Nowhere, and move there.
If any characters are dead, the difficulty to defeat is increased by 10.
Deacons of Death pilot skiffs along rivers in the Abyss_

Spoiler:
Filth Demon
WotR
Monster 4
Traits:
Demon
Curse
To Defeat:
Combat 22
The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.

Barriers
Spoiler:
Rasping Rift Portal
WotR
Barrier 6
Traits:
Obstacle
Magic
Arcane
To Defeat:
Intelligence
Arcane
Knowledge
Divine 18
If undefeated, you are dealt 1d6+1 Force damage, then 1d6+1 Mental damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn.
After you act, move to a random other location.

Spoiler:
Greed
WotR
Barrier 4
Traits:
Temptation
To Defeat:
None 0
Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Spoiler:
Flensing Walls
WotR
Barrier 6
Traits:
Obstacle
Magic
To Defeat:
Arcane
Divine 20
OR Disable 17
Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.

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

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

Weapons
Spoiler:
Mace of Smiting
WotR
Weapon 6
Traits:
Mace
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the bane has the Construct or Outsider trait, add another 2d8. Ignore any effects on a monster that increase the difficulty of this check.

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:
Dragonbreath Bow
WotR
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Spoiler:
Skirmishing Spear
WotR
Weapon 3
Traits:
Spear
Ranged
Piercing
Magic
Mythic
Veteran
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

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

Spells
Spoiler:
Sign of Wrath
WotR
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Force
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Each other character at your location is dealt 1 Force damage. If you attempted this check to defeat a monster and failed, you may evade that monster.
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 16 check to recharge this card instead of discarding it.

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

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

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

Spoiler:
Time Stop
WotR
Spell 6
Traits:
Magic
Arcane
Mythic
To Acquire:
Intelligence
Arcane 20
Bury this card and expend a mythic charge. Search your deck for any number of cards and put them in your hand; if you play this card during an encounter, you may play any number of cards of each type during the encounter.
After playing this card, if you do not have the Arcane skill, banish it.

Armors
Spoiler:
Black Dragonhide Breastplate
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Celestial Armor
WotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Celestial Armor
WotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Spiked Plate
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Expeditious Chain Mail
WotR
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Acrobatics 9
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Climber's Gloves
WotR
Item 4
Traits:
Accessory
Magic
To Acquire:
Wisdom
Survival 12
OR Constitution
Fortitude 10
Recharge this card to automatically succeed at a check to move, or to ignore an effect that would move you.
After you shuffle a location deck, reveal this card to examine its top card.

Spoiler:
Pure Holy Water
WotR
Item 3
Traits:
Liquid
Magic
Divine
To Acquire:
Craft
Wisdom
Divine 12
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

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

Spoiler:
Lyre of Storms
WotR
Item 4
Traits:
Instrument
Magic
Mythic
To Acquire:
Charisma
Divine 12
Recharge this card to add 1d4 and the Electricity trait to any combat check by a character at your location; ignore a bane's immunity to the Electricity trait for that check.
Discard this card at the end of a turn and expend a mythic charge to allow any number of other characters to move.

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

Allies
Spoiler:
Pit Gladiator
WotR
Ally 4
Traits:
Human
Warrior
To Acquire:
Strength
Melee 12
THEN Charisma
Diplomacy 12
Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.

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

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

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

Spoiler:
Suurlahetas
WotR
Ally 5
Traits:
Outsider
Devil
To Acquire:
None 0
To acquire this card, shuffle a random monster from the box into each open location deck without looking at them.
Discard this card to add 2d6 and the Fire trait to your combat check.
Banish this card to search a location deck for a boon and add it to your hand.

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

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

Current Hour:

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

Hours Remaining: 25

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 1 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 2 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 2 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 3 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 3 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 4 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 4 Merisiel/NathanDavis
Blessing of Xoveron
WotR
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 5 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 5 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 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 Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Hourglass Card 8 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 8 Merisiel/NathanDavis
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 9 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 9 Crowe/MauveAvenger
Blessing of Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 10 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 11 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 11 Erasmus/AbrahamZ.
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 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 12 Merisiel/NathanDavis
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 13 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 13 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 14 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 14 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 15 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 15 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 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.
Hourglass Card 17 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 17 Crowe/MauveAvenger
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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 20 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 22 MotherMyrtle/Bigguyinblack
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Hourglass Card 23 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 23 Erasmus/AbrahamZ.
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 24 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 24 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 25 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 25 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.

Location #1: Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M: 1 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Erasmus, Demonic Horde

Great Hall Card 1:
Pillar of Life
WotR
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 12
Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Great Hall Card 2:
Mantle of Faith
WotR
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 15
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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.
Great Hall Card 3:
Hunger That Moves
None
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30
The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.
Great Hall Card 4:
Corruption Demon
WotR
Monster 5
Traits:
Outsider
Demon
To Defeat:
Combat 25
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.
Great Hall Card 5:
Chevalier
WotR
Ally 6
Traits:
Halfling
Aristocrat
To Acquire:
Charisma
Diplomacy 9
Recharge this card to add 2d4 to your Melee combat check.
Bury this card to reduce damage dealt to you to 0.
Great Hall Card 6:
Swordbreaker
WotR
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Veteran
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.
Great Hall Card 7:
Iron Flask
WotR
Item 6
Traits:
Item
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
When you encounter a monster that has the Elemental or Outsider trait from a location deck, you may display this card next to that deck and put the monster on top of this card. The monster is neither defeated nor undefeated; it still counts as part of its location deck except for the purpose of exploring. At the end of your turn, put the monster on the top or bottom of its location deck and bury this card.
Great Hall Card 8:
Disrupting Warhammer
WotR
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Great Hall Card 9:
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.

Location #2: Eagle Rock
At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
When Closing: Summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Mother Myrtle
Eagle Rock Card 1:
Orengofta
WotR
Ally 5
Traits:
Outsider
Demon
Mythic
To Acquire:
None 0
To acquire this card, examine a number of cards from the blessings deck equal to the number of characters; discard all that do not have the Corrupted trait, then shuffle the blessings deck.
Bury this card and expend a mythic charge to search your location deck for a villain and put it on top of that deck. If you do not find a villain, each character summons and encounters this adventure's servitor demon.
Eagle Rock Card 2:
Betrayal Demon
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 16
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
Eagle Rock Card 3:
Keen Scythe +2
WotR
Weapon 5
Traits:
Scythe
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 6.
Eagle Rock Card 4:
Blessing of Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Eagle Rock Card 5:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Eagle Rock Card 6:
Chaos Stone
WotR
Item 5
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.
Eagle Rock Card 7:
Dragonbreath Bow
WotR
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.
Eagle Rock Card 8:
Abyssal Shortcut
WotR
Barrier 4
Traits:
Temptation
Abyssal
To Defeat:
None 0
Display this barrier next to a location; the barrier is defeated.
While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.
Eagle Rock Card 9:
Elder Fire Demon
WotR
Monster 6
Traits:
Outsider
Demon
Aristocrat
Mythic
To Defeat:
Combat 33
The Elder Fire Demon is immune to the Electricity, Fire, and Poison traits. All damage dealt by the Fire Demon is Fire damage. If you succeed at an Intelligence or Knowledge 18 check, add 10 to your check to defeat it.
If undefeated, expend 1d4 mythic charges.
If defeated, each character at your location rolls 1d20; if a character rolls a number less than or equal to her hand size, she discards her hand.
Eagle Rock Card 10:
Hunger That Moves
None
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30
The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

Location #3: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: (The start-of-turn Fire damage does still happen when closed.)
Molten Pool Card 1:
Death by Pleasure
WotR
Barrier 6
Traits:
Obstacle
Magic
Mental
To Defeat:
Charisma
Diplomacy
Disable 15
Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.
Molten Pool Card 2:
Vorpal Blade
WotR
Weapon 6
Traits:
Sword
Melee
Slashing
Magic
Mythic
To Acquire:
Strength
Melee 17
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+5; you may additionally expend a mythic charge to add another 1d20 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4. If any d20 rolled on this check is a 20, you succeed at the check.
Molten Pool Card 3:
Magic Ray Fusillade
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
Molten Pool Card 4:
Hunger That Moves
None
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30
The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.
Molten Pool Card 5:
Nahyndrian Elixer
WotR
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic
To Acquire:
Intelligence
Craft
Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
Molten Pool Card 6:
Immortal Ichor
WotR
Monster 6
Traits:
Ooze
Mythic
To Defeat:
Combat 27
The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
While you act, a random other character at your location may not play cards or use powers during the encounter.
This intelligent mass of blood coagulated from the corpse of an evil entity_
Molten Pool Card 7:
Helm of the Valkyrie
WotR
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 6
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Molten Pool Card 8:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Molten Pool Card 9:
Groaning Gate
WotR
Barrier 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
Molten Pool Card 10:
Boar Demon
WotR
Monster 6
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.

Location #4: 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: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Crowe
Cavern Card 1:
Dominion Scientist
WotR
Monster 3
Traits:
Aberration
Sorcerer
To Defeat:
Combat 21
OR Knowledge 15
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_
Cavern Card 2:
Fortune's Arrow
WotR
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic
To Acquire:
Dexterity
Ranged 12
If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.
Cavern Card 3:
Celestial Unicorn
WotR
Ally 4
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.
Cavern Card 4:
Rapier of Puncturing
WotR
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.
Cavern Card 5:
Armor of the Pious
WotR
Armor 2
Traits:
Heavy Armor
Magic
Healing
To Acquire:
Constitution
Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Cavern Card 6:
Gashgelag
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Constitution
Fortitude
Wisdom 12
THEN Combat 40
Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.
Cavern Card 7:
Flensing Walls
WotR
Barrier 6
Traits:
Obstacle
Magic
To Defeat:
Arcane
Divine 20
OR Disable 17
Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.
Cavern Card 8:
Salamander
WotR
Monster 2
Traits:
Outsider
To Defeat:
Combat 15
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

Location #5: Abyssal River
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: 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: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel, Infinite Rod

Canyon Card 1:
Worm Demon
WotR
Monster B
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids_
Canyon Card 2:
Maze Tapestry
WotR
Barrier 5
Traits:
Obstacle
Magic
To Defeat:
Wisdom
Perception
Survival 15
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.
Canyon Card 3:
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.
Canyon Card 4:
Hunger That Moves
None
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30
The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.
Canyon Card 5:
Toad Demon
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
Canyon Card 6:
Tarnhelm
WotR
Armor 6
Traits:
Heavy Armor
Magic
Mythic
To Acquire:
Constitution
Fortitude 20
Recharge this card and expend a mythic charge to add 1d20 and the Acid, Cold, Electricity, Fire or Poison trait to your combat check; after the encounter, you may move yourself and any number of characters from your location to 1 other location.
Reveal this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Canyon Card 7:
Infinite Rod
WotR
Weapon 6
Traits:
Club
Melee
Magic
To Acquire:
Strength
Melee 13
OR Arcane
Divine 15
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3 and add any of the following traits: Bludgeoning, Fire, Piercing, or Slashing; you may additionally discard this card to add another 2d6+4. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card to add 2 dice to any check to defeat a barrier, or to evade a monster you encounter that is not immune to the Mental trait.
Canyon Card 8:
Runelord Alderpash
WotR
Ally 5
Traits:
Undead
Lich
Evoker
To Acquire:
None 0
Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
Banish this card and discard your hand to permanently close your location, then end your turn.
Canyon Card 9:
Verminous Symbols
WotR
Barrier 6
Traits:
Trap
Magic
Arcane
To Defeat:
Constitution
Fortitude
Wisdom 17
OR Disable 15
If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.


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

Actually going to fight my Favored of Deskari!
Reveal Vampiric Backsword + 3. Recharge Limning Starknife. Alone: Recharge and discard Gem of Physical Prowess. Spend Mythic Charge
Combat 35: 1d20 + 11 + 2d6 + 3 + 1d4 + 1 + 2d6 ⇒ (6) + 11 + (3, 6) + 3 + (3) + 1 + (5, 3) = 41
Limning Starknife ignores reroll
Gain Mythic Charge from defeating Mythic
Reload Vampiric Backsword + 3 to recharge Blessing of Asmodeus
Mythic Trickster: Move to Great Hall

Hour of Torag

Give Card to Erasmus: Keen Spiked Chain
Move to Eagle Rock
Free explore and encounter Orengofta
Examine Blessing Deck:
Hourglass Card 1 Crowe/MauveAvenger - Blessing of Ascension (Discard)
Hourglass Card 2 MotherMyrtle/Bigguyinblack - Blessing of Abraxas
Hourglass Card 3 Erasmus/AbrahamZ - Blessing of Ascension (Discard)
Hourglass Card 4 Merisiel/NathanDavis - Blessing of Xoveron
Shuffle Hourglass 2 and 4 back in.
Acquire Orengofta

Seeing Erasmus in trouble with the Favored, Merisiel does the unthinkable and fights her way through the throng to find Erasmus. She throws him her new toy, the Keen Spiked Chain. "Don't lose it this time" she chides.

She looks for more fight on the rock but finds a General Orengofta who is impressed with her skills and bravery. He agrees to join the fight but not before telling a great many overlong stories about his various deeds.

Merisiel wrote:

Hand: Menacing Backsword +1, Vampiric Backsword +3, Smoke Bomb, Chalice of Ozem, Orengofta, Cerulean Mastermind,

Displayed: Glamered Leather Armor,
Deck: 11 Discard: 1 Buried: 0
Current Location: Eagle Rock
Hero Points: 10
Product Reroll Unused
Mythic Charges: 6
NOTES:
Available Support: Cerulean Mastermind: Local - Adds my Stealth (1d12+6) to noncombat

Chalice of Ozem: Local 1d6 to all checks for a turn.

Smoke Bomb: Allow a local character to evade

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Heister, Quick-Change Mask, Blessing of the Spy 1, Vestments of False Faith, Blessing of the Spy 2, Blessing of Achaekek, Fortune-Teller, Sable Company Leathers, Blessing of the Midnight Lord
Recharged: Limning Starknife, Blessing of Asmodeus,
Discard Pile: Gem of Physical Prowess,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☑ +1 ☑ +2 +6 mythic charges
Intelligence: Craft + 2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2

ROGUE - SHADOW
Favored Card: Item
Hand Size:
Proficiencies:
☑ Weapons
POWERS:
You may evade your encounter. (☐ and if it is a boon, you may put it on top of the location deck).
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) (☐+3) (☐+4) to your combat check (☑ and discard it to gain an additional 1d6).
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
☑ When a monster deals damage to you before (☑ or after) acting, reduce that damage to 0.
☑ You automatically succeed at your Knowledge check.

Mythic Trickster
Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more changes. If you do after the encounter, you may move, ignoring any movement restrictions, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Dexterity, Intelligence,


Hourglass discard Cards 1 and 3 (Blessings of Ascension). The other cards get shuffled back in.
Erasmus: receives Keen Spiked Chain
Eagle Rock: Acquired 1 (Ally 5)


Deck Handler

Turn Order: Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack, Erasmus/Abraham Z.
Out of Turn Updates: Must summon and encounter Favored of Deskari

Favored of Deskari:
Favored of Deskari
Henchman Monster 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.

Reveal Soulshear to do Melee+1d10+4. Expend a Mythic charge to change 1d12 to 1d20. Khraigorr Half-Face adds 1d6.

Combat 35: 1d20 + 5 + 6 + 1d10 + 4 + 1d6 ⇒ (17) + 5 + 6 + (2) + 4 + (1) = 35

Must reroll.

Combat 35 w/ Forced reroll: 1d20 + 5 + 6 + 1d10 + 4 + 1d6 ⇒ (11) + 5 + 6 + (3) + 4 + (5) = 34

Fail by 1. Reveal Dwarven Plate to reduce Combat damage by 1 to 0.

Turn: Turn 6 - Blessing of Abraxas Using Mother Myrtle's Hour.

Blessing of Abraxas:
Blessing of AbraxasWotR
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.

SOT: N/a

Move: Stay at Cavern

Explore: Dominion Scientist

Dominion Scientist:
Dominion Scientist
WotR
Monster 3
Traits:
Aberration
Sorcerer
To Defeat:
Combat 21
OR Knowledge 15
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_

Bury the displayed Dwarven Plate to reduce Force damage to 0. For combat, reveal Soulshear to do Melee+1d10+4. Khraigorr Half-Face adds 1d6.

Combat 21: 1d12 + 5 + 5 + 1d10 + 4 + 1d6 ⇒ (3) + 5 + 5 + (1) + 4 + (3) = 21

End Turn: Reset hand.

Recovery:

-Blazing Servants: Arcane 14: 1d8 + 5 + 5 ⇒ (7) + 5 + 5 = 17

[u]Summary[/u]:
Move: Cavern
Acquired: N//a
Banished: Cavern Card 1: Dominion Scientist
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: Soulshear (loot), Jorgenfist Spear, Scale of Sacred Weaponry (loot), Surgeon, Blessing of Angradd, Blessing of Abraxas (loot), Khraigorr Half-Face,

Displayed:
Deck: 10 Discard: 1 Buried: 3
Current Location: Cavern
Hero Points: 10
2-5E Reroll: Not used
Mythic Charges: 5
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): Blancher (loot), Gem of Physical Prowess, Demonbane Longsword +2, Blessing of Shax, Whip of Centipedes, Transmogrify (loot), Blessing of the Inheritor
Recharged: Blessing of Tsukiyo, Impervious Fortress Plate, Blazing Servant,
Discard Pile: Blessing of Sivanah,
Buried Pile: Energy Bolt, Dwarven Plate, Dwarven Earthbreaker +1,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +5 mythic charges
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 +5 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
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 (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), 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. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Retcon. Erasmus discards 2 cards so difficulty is increased by 2.

Will use Paizo reroll to reroll the 1d12.

Combat 23 w/ Product reroll: 1d12 + 5 + 5 + 1 + 4 + 3 ⇒ (6) + 5 + 5 + 1 + 4 + 3 = 24

Defeated.


deck handler

Before Crowe ends his turn recharge Riding Allosaurus to move to Great Hall.

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

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

random hour from the top: 1d22 ⇒ 16 Hour 14 Blessing of Shax

Move to Eagle Rock.

Eagle Rock Card 2: Betrayal Demon:

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

combat 16 revealing Returning Totem Spear using survival: 1d12 + 1d8 + 14 ⇒ (1) + (3) + 14 = 18

Auto pass the AYA check. On local monster defeat draw Restoration (Core) from my deck. Cast Restoration (Core) to draw 2 cards: Bodyguard and Elixir of Healing. Discard Bodyguard to explore.

Eagle Rock Card 3: Keen Scythe +2:

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

Nope.

Twitch Tonic to draw random allies from my discard pile: 1d4 + 1 ⇒ (2) + 1 = 3

Crystalline Carniviore, Bodyguard, and Apprentice. Discard Apprentice to explore.

Eagle Rock Card 4: Blessing of Sifkesh:

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

Auto acquire. Discard Bodyguard to explore.

Eagle Rock Card 5: Cultist Archer:

WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_

Auto pass BYA Wisdom check. Auto pass combat 14. On local monster defeat search my deck for Potion of Restoration and draw it.

Elixir of Healing myself: 1d4 + 1 ⇒ (3) + 1 = 4

Potion of Restoration to draw 2 cards: Bodyguard and The Carnival. Discard Bodyguard to explore.

Eagle Rock Card 6: Chaos Stone:

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

Banished. Send Crystalline Carniviore to recovery to explore.

Eagle Rock Card 7: Dragonbreath Bow:

WotR
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Merisiel displays Chalice of Ozem and uses Cerulean Mastermind.

dexterity 15 aided by Chalice of Ozem, aided by Cerulean Mastermind, discarding The Carnival to bless: 2d4 + 1d6 + 1d12 + 6 ⇒ (3, 2) + (1) + (1) + 6 = 13

Flip the d12 to a 12. 24 succeeds. Discard the bow and end turn.

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Restoration (Core): Arcane 14: 1d12 + 1d4 + 12 ⇒ (9) + (2) + 12 = 23 -> Restoration (Core) recharged.
Twitch Tonic: Knowledge 8: 1d8 + 4 ⇒ (4) + 4 = 8 -> Twitch Tonic recharged.
Elixir of Healing: Craft 6: 1d12 + 12 ⇒ (8) + 12 = 20 -> Elixir of Healing recharged.
Potion of Restoration: Knowledge 9: 1d8 + 4 ⇒ (3) + 4 = 7 -> Potion of Restoration discarded.
Crystalline Carniviore: Knowledge 11: 1d8 + 4 ⇒ (6) + 4 = 10 -> Crystalline Carniviore discarded.

Mother Myrtle resets their hand.

Mother Myrtle wrote:

Hand: Returning Totem Spear, Divine Blaze (Core), Thorncrown of Iomedae, Blessing of Sifkesh, Black Robe, Apprentice, Elixir of Focus,

Displayed: Shoanti Barbarian Hide,
Deck: 7 Discard: 8 Buried: 0
"Current Location: Eagle Rock
Hero Points: 7"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused
Hierophant mythic charges 6/6:

Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck. Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.

Elixir of Focus: On a local non-combat check, banish to add the character's Intelligence or Craft skill.

Blessing of Sifkesh: 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.
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.

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): Riding Allosaurus, Blessing of the Elements, Death's Touch, Embiggen
Recharged: Restoration (Core), Twitch Tonic, Elixir of Healing,
Discard Pile: Lyrune-quah Truthspeaker, Major Cure, Liquid Persuasion, Bodyguard, The Carnival, Dragonbreath Bow, Potion of Restoration, Crystalline Carniviore,
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 +1d4)
(Divine: Wisdom +1d4)
"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 ([x] 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.
When a character at your location defeats a monster, you may draw an ally ([x] or a spell or an item) from your discard pile ([x] or search your deck for a card of that type and draw it).
[ ] [ ] [ ] Undaunted Guardian: When you attempt to guard your location, check a box that precedes this reward to automatically succeed.

Eagle Rock cards 4 and 7 acquired. Cards 2, 3, 5, and 6 banished.

Erasmus was healed for 3.

Merisiel displayed Chalice of Ozem and uses Cerulean Mastermind.


Deck Handler

Off turn: receive Keen Spiked Chain from Merisiel (Thanks!). Discard 2 cards (Verdant Rager and Sign of the Rider) for 2 Force dmg on Crowe's turn. Then MM heals Erasmus for 3 (thanks!)

"

Erasmus wrote:

Hand: Keen Spiked Chain, Sign of the Bridge,

Displayed: Spirit Relatives (Nissa and Veldira), Aspect of the Bull,
Deck: 14 Discard: 4 Buried: 1
Current Location: Great Hall
Hero Points: 7
Tshirt Reroll: Available
Mythic Charges: 6
NOTES:
Available Support: If at the same location as Erasmus: +1d4 to Strength, Melee, Fortitude, Ranged AND Wisdom, Divine, Perception, Survival

Sign of the Bridge: +1 die for any check (recharge if barrier)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Seaborne Trident +1, Snapping Flytrap, Sign of the Mother, Cloud Puff, Sign of the Patriarch, Pyrokinesis, Harrow Deck (Core), Angelstep, Shadowless Sword, Embiggen, Balmberry Bush, The Missing Eye, Call Spirit, Object Reading
Recharged:
Discard Pile: Blessing of the Everbloom, Aegis of Recovery, Verdant Rager, Sign of the Rider,
Buried Pile: Leshykineticist,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Nissa: +1d6+# for Strength, Melee: Strength, Ranged: Strength
Dexterity d8 ☑ +1 ☐ +2 ☐ +3
Baylock: +1d6+# for Dexterity, Stealth: Dex, Disable: Dex
Constitution d6 ☐ +1 ☐ +2
Nissa: +1d6+# for Constitution: Fortitude
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Balsamo: +1d6+# for Int, Knowledge: Int, Craft: Int
Wisdom d6 ☑ +1 ☑ +2
Perception: Wisdom +3
Veldira: +1d6+# for Wis, Divine: Wisdom, and Perception: Wis, Survival: Wis
Charisma d8 ☑ +1 ☑ +2 ☑ +3
Arcane: Charisma +1
Balsamo: +1d6+# for Arcane: Cha
Baylock: +1d6+# for Diplomacy: Cha

Favored Card: {My choice: Weapon}
Hand Size:
Proficiencies:
{Weapons, Arcane, Divine}
POWERS: (Role: Storyteller)
On your check, after the roll, you may bury ([X] or discard) 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 ([X] 1 plus) the number of cards recharged to your checks until the end of the turn. (☐ Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it.)
[X] Add 1d4 (☐ +1) to another character at your location's checks that use any skill marked on the cohort Spirit Relatives (Veldira: Wisdom, Divine: Wisdom, Perception: Wisdom, Survival: Wisdom) (Balsamo: Intelligence, Arcane: Charisma, Knowledge: Intelligence, Craft: Intelligence) (Baylock: Dexterity, Stealth: Dexterity, Disable: Dexterity, Diplomacy: Charisma) (Nissa: Strength, Melee: Strength, Fortitude: Constitution, Ranged: Strength).
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([X] or to put a second marker on it).
[X] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.
Undaunted Guardian boon: [] [] [] When you attempt to guard your location, check a box that precedes this reward to automatically succeed.

Marshal
Add your number of mythic charges to your {Strength or Charisma} check. Then you may expend 1 or more changes. If you do {after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.}, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to {When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.}.

"


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

Off turn, recharge Cerulean Mastermind and bury Orengofta. Then recharge Chalice of Ozem

Merisiel wrote:

Hand: Menacing Backsword +1, Vampiric Backsword +3, Smoke Bomb,

Displayed: Glamered Leather Armor,
Deck: 13 Discard: 1 Buried: 1
Current Location: Eagle Rock
Hero Points: 10
Product Reroll Unused
Mythic Charges: 6
NOTES:
Available Support: Smoke Bomb: Allow a local character to evade

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sable Company Leathers, Quick-Change Mask, Fortune-Teller, Blessing of Achaekek, Blessing of the Spy 1, Blessing of the Spy 2, Heister, Vestments of False Faith, Blessing of the Midnight Lord
Recharged: Limning Starknife, Blessing of Asmodeus, Cerulean Mastermind, Chalice of Ozem,
Discard Pile: Gem of Physical Prowess,
Buried Pile: Orengofta,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☑ +1 ☑ +2 +6 mythic charges
Intelligence: Craft + 2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2

ROGUE - SHADOW
Favored Card: Item
Hand Size:
Proficiencies:
☑ Weapons
POWERS:
You may evade your encounter. (☐ and if it is a boon, you may put it on top of the location deck).
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) (☐+3) (☐+4) to your combat check (☑ and discard it to gain an additional 1d6).
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
☑ When a monster deals damage to you before (☑ or after) acting, reduce that damage to 0.
☑ You automatically succeed at your Knowledge check.

Mythic Trickster
Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more changes. If you do after the encounter, you may move, ignoring any movement restrictions, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Dexterity, Intelligence,


During Crowe’s turn, the hour was actually Blessing of Abadar, as Blessing of Abraxas had been shuffled back into hourglass on Merisiel’s turn.

During This Adventure: Basic and Elite cards (except for Blessings) have been removed.

Servitor Demon:
Favored of Deskari
Spoiler:
Henchman Monster 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.

During This Scenario: Locations cannot be temporarily closed.

Glimmer of Hope (displayed barrier)
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

Additional Rules:

Villain:
Gashgelag
Spoiler:
Monster Villain 6

Traits:
Demon
Mythic
Outsider

To Defeat:
Constitution Fortitude Wisdom 12
THEN
Combat 40

Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.


Henchmen:
Abyssal Army
Spoiler:
Barrier Henchman 6

Traits:
Army
Skirmish
Demon
Undead
Mythic

To Defeat:
Combat Combat 40
OR
Arcane Knowledge Divine Acrobatics 23

The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
If defeated, you may immediately close thie location this henchman came from.


Hunger That Moves
Spoiler:
Monster Henchman 6

Traits:
Outsider

To Defeat:
Combat 36
THEN
Combat 30

The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile.
If defeated, you may attempt to close the location this henchman came from.


Cohort:
Khraigorr Half-Face
Spoiler:
Cohort 6
Traits:
Barbarian
Human

Reveal this card to add 1d6 to your combat check or to your check to acquire an ally.
When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.

Party Tracker

Scenario Level (#): 6

Turn: 8, Erasmus/AbrahamZ.

Random Cards:

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

Spoiler:
Fiendish Black Dragon
WotR
Monster 6
Traits:
Dragon
Mythic
To Defeat:
Combat 29
The Fiendish Black Dragon is immune to the Acid trait. If the check to defeat has the Cold or Fire trait, the difficulty is increased by 5.
Before you act, each character at your location attempts a Dexterity or Acrobatics 13 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
If undefeated, each character at a random occupied location attempts a Dexterity or Acrobatics 13 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.

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

Spoiler:
Tarry Fiend
WotR
Monster 5
Traits:
Outsider
Fiend
To Defeat:
Combat 21
The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.
Bred for battle, these swift, deadly fiends serve as grunts in demonic armies_

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

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

Spoiler:
Temptation of 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:
Death of Righteousness
WotR
Barrier 2
Traits:
Trap
Mental
Magic
To Defeat:
Wisdom 12
OR Knowledge 10
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.

Weapons
Spoiler:
Heavy Pick +2
WotR
Weapon 4
Traits:
Pick
Melee
Piercing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.

Spoiler:
Master's Lash
WotR
Weapon 6
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee
Dexterity 16
For your combat check, reveal this card to use your Strength, Melee, or Dexterity skill + 1d6+5; you may additionally discard this card to add another 3d6+3 and the Poison trait; ignore the bane's immunities on this check.
Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location.

Spoiler:
Dragonbreath Bow
WotR
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Spoiler:
Skirmishing Spear
WotR
Weapon 3
Traits:
Spear
Ranged
Piercing
Magic
Mythic
Veteran
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

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

Spells
Spoiler:
Time Stop
WotR
Spell 6
Traits:
Magic
Arcane
Mythic
To Acquire:
Intelligence
Arcane 20
Bury this card and expend a mythic charge. Search your deck for any number of cards and put them in your hand; if you play this card during an encounter, you may play any number of cards of each type during the encounter.
After playing this card, if you do not have the Arcane skill, banish it.

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

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

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

Spoiler:
Dismissal
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 8
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

Armors
Spoiler:
Horns of Naraga
WotR
Armor 6
Traits:
Light Armor
Magic
Corrupted
Mythic
To Acquire:
Constitution
Fortitude 16
When you defeat a monster, recharge this card to shuffle a number of random cards equal to your number of mythic charges from your discard pile into your deck. If this card has the Corrupted trait, discard a card from the blessings deck.
Recharge this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Expeditious Chain Mail
WotR
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Acrobatics 9
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Black Dragonhide Breastplate
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Mantle of Faith
WotR
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 15
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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:
Tome of Mental Prowess
WotR
Item 3
Traits:
Book
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
Remove this card from the game to gain an Intelligence, Wisdom, or Charisma skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.

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

Spoiler:
Tome of Physical Might
WotR
Item 4
Traits:
Book
Magic
To Acquire:
Strength
Dexterity
Constitution 13
Remove this card from the game to gain a Strength, Dexterity, or Constitution skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.

Spoiler:
Book of the Damned
WotR
Item 5
Traits:
Book
Magic
Divine
Corrupted
To Acquire:
Banish a blessing 0
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

Spoiler:
Iron Flask
WotR
Item 6
Traits:
Item
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
When you encounter a monster that has the Elemental or Outsider trait from a location deck, you may display this card next to that deck and put the monster on top of this card. The monster is neither defeated nor undefeated; it still counts as part of its location deck except for the purpose of exploring. At the end of your turn, put the monster on the top or bottom of its location deck and bury this card.

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

Spoiler:
Retainer
WotR
Ally B
Traits:
Elf
Hireling
To Acquire:
Charisma
Diplomacy 4
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

Spoiler:
Pit Gladiator
WotR
Ally 4
Traits:
Human
Warrior
To Acquire:
Strength
Melee 12
THEN Charisma
Diplomacy 12
Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.

Spoiler:
Thylacine
WotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 10
Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.

Spoiler:
Unfettered Imp
WotR
Ally 3
Traits:
Outsider
Devil
Temptation
To Acquire:
Intelligence
Charisma
Arcane 7
During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.

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 the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

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

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

Current Hour:

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

Hours Remaining: 20

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 1 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 2 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 2 Crowe/MauveAvenger
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 5 Merisiel/NathanDavis
Blessing of Xoveron
WotR
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 6 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 6 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 7 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 7 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 8 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 8 Erasmus/AbrahamZ.
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 9 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 10 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 10 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 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 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 14 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 14 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 15 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 15 MotherMyrtle/Bigguyinblack
Blessing of Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 16 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 17 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 17 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 18 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 18 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 19 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 19 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 20 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 20 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.

Location #1: Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M: 1 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Erasmus, Demonic Horde

Great Hall Card 1:
Pillar of Life
WotR
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 12
Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Great Hall Card 2:
Mantle of Faith
WotR
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 15
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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.
Great Hall Card 3:
Hunger That Moves
None
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30
The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.
Great Hall Card 4:
Corruption Demon
WotR
Monster 5
Traits:
Outsider
Demon
To Defeat:
Combat 25
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.
Great Hall Card 5:
Chevalier
WotR
Ally 6
Traits:
Halfling
Aristocrat
To Acquire:
Charisma
Diplomacy 9
Recharge this card to add 2d4 to your Melee combat check.
Bury this card to reduce damage dealt to you to 0.
Great Hall Card 6:
Swordbreaker
WotR
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Veteran
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.
Great Hall Card 7:
Iron Flask
WotR
Item 6
Traits:
Item
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
When you encounter a monster that has the Elemental or Outsider trait from a location deck, you may display this card next to that deck and put the monster on top of this card. The monster is neither defeated nor undefeated; it still counts as part of its location deck except for the purpose of exploring. At the end of your turn, put the monster on the top or bottom of its location deck and bury this card.
Great Hall Card 8:
Disrupting Warhammer
WotR
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Great Hall Card 9:
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.

Location #2: Eagle Rock
At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
When Closing: Summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Merisiel, Mother Myrtle
Eagle Rock Card 1:
Abyssal Shortcut
WotR
Barrier 4
Traits:
Temptation
Abyssal
To Defeat:
None 0
Display this barrier next to a location; the barrier is defeated.
While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.
Eagle Rock Card 2:
Elder Fire Demon
WotR
Monster 6
Traits:
Outsider
Demon
Aristocrat
Mythic
To Defeat:
Combat 33
The Elder Fire Demon is immune to the Electricity, Fire, and Poison traits. All damage dealt by the Fire Demon is Fire damage. If you succeed at an Intelligence or Knowledge 18 check, add 10 to your check to defeat it.
If undefeated, expend 1d4 mythic charges.
If defeated, each character at your location rolls 1d20; if a character rolls a number less than or equal to her hand size, she discards her hand.
Eagle Rock Card 3:
Hunger That Moves
None
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30
The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

Location #3: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: (The start-of-turn Fire damage does still happen when closed.)
Molten Pool Card 1:
Death by Pleasure
WotR
Barrier 6
Traits:
Obstacle
Magic
Mental
To Defeat:
Charisma
Diplomacy
Disable 15
Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.
Molten Pool Card 2:
Vorpal Blade
WotR
Weapon 6
Traits:
Sword
Melee
Slashing
Magic
Mythic
To Acquire:
Strength
Melee 17
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+5; you may additionally expend a mythic charge to add another 1d20 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4. If any d20 rolled on this check is a 20, you succeed at the check.
Molten Pool Card 3:
Magic Ray Fusillade
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
Molten Pool Card 4:
Hunger That Moves
None
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30
The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.
Molten Pool Card 5:
Nahyndrian Elixer
WotR
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic
To Acquire:
Intelligence
Craft
Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
Molten Pool Card 6:
Immortal Ichor
WotR
Monster 6
Traits:
Ooze
Mythic
To Defeat:
Combat 27
The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
While you act, a random other character at your location may not play cards or use powers during the encounter.
This intelligent mass of blood coagulated from the corpse of an evil entity_
Molten Pool Card 7:
Helm of the Valkyrie
WotR
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 6
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Molten Pool Card 8:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Molten Pool Card 9:
Groaning Gate
WotR
Barrier 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
Molten Pool Card 10:
Boar Demon
WotR
Monster 6
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.

Location #4: 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: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Crowe
Cavern Card 1:
Fortune's Arrow
WotR
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic
To Acquire:
Dexterity
Ranged 12
If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.
Cavern Card 2:
Celestial Unicorn
WotR
Ally 4
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.
Cavern Card 3:
Rapier of Puncturing
WotR
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.
Cavern Card 4:
Armor of the Pious
WotR
Armor 2
Traits:
Heavy Armor
Magic
Healing
To Acquire:
Constitution
Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Cavern Card 5:
Gashgelag
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Constitution
Fortitude
Wisdom 12
THEN Combat 40
Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.
Cavern Card 6:
Flensing Walls
WotR
Barrier 6
Traits:
Obstacle
Magic
To Defeat:
Arcane
Divine 20
OR Disable 17
Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.
Cavern Card 7:
Salamander
WotR
Monster 2
Traits:
Outsider
To Defeat:
Combat 15
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

Location #5: Abyssal River
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: 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: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Infinite Rod

Canyon Card 1:
Worm Demon
WotR
Monster B
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids_
Canyon Card 2:
Maze Tapestry
WotR
Barrier 5
Traits:
Obstacle
Magic
To Defeat:
Wisdom
Perception
Survival 15
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.
Canyon Card 3:
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.
Canyon Card 4:
Hunger That Moves
None
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30
The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.
Canyon Card 5:
Toad Demon
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
Canyon Card 6:
Tarnhelm
WotR
Armor 6
Traits:
Heavy Armor
Magic
Mythic
To Acquire:
Constitution
Fortitude 20
Recharge this card and expend a mythic charge to add 1d20 and the Acid, Cold, Electricity, Fire or Poison trait to your combat check; after the encounter, you may move yourself and any number of characters from your location to 1 other location.
Reveal this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Canyon Card 7:
Infinite Rod
WotR
Weapon 6
Traits:
Club
Melee
Magic
To Acquire:
Strength
Melee 13
OR Arcane
Divine 15
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3 and add any of the following traits: Bludgeoning, Fire, Piercing, or Slashing; you may additionally discard this card to add another 2d6+4. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card to add 2 dice to any check to defeat a barrier, or to evade a monster you encounter that is not immune to the Mental trait.
Canyon Card 8:
Runelord Alderpash
WotR
Ally 5
Traits:
Undead
Lich
Evoker
To Acquire:
None 0
Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
Banish this card and discard your hand to permanently close your location, then end your turn.
Canyon Card 9:
Verminous Symbols
WotR
Barrier 6
Traits:
Trap
Magic
Arcane
To Defeat:
Constitution
Fortitude
Wisdom 17
OR Disable 15
If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.


Deck Handler

It is the hour of Ascension

Erasmus Power: At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile. Discard Sign of the Bridge and draw Blessing of the Everbloom from discards.

[ooc]Move to: Eagle Rock
Location Power: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.

Free exploration

Eagle Rock Card 1 is Abyssal Shortcut:

WotR
Barrier 4
Traits:
Temptation
Abyssal
To Defeat:
None 0
Display this barrier next to a location; the barrier is defeated.
While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.

Abyssal Shortcut is displayed at Eagle Rock.

Discard Blessing of the Everbloom to explore

Eagle Rock Card 2 is Elder Fire Demon:

WotR
Monster 6
Traits:
Outsider
Demon
Aristocrat
Mythic
To Defeat:
Combat 33
The Elder Fire Demon is immune to the Electricity, Fire, and Poison traits. All damage dealt by the Fire Demon is Fire damage. If you succeed at an Intelligence or Knowledge 18 check, add 10 to your check to defeat it.
If undefeated, expend 1d4 mythic charges.
If defeated, each character at your location rolls 1d20; if a character rolls a number less than or equal to her hand size, she discards her hand.

Reveal Keen Spiked Chain
Combat 33, nissa, marshal: 1d6 + 1d6 + 6 + 6 + 1d8 + 2 ⇒ (6) + (3) + 6 + 6 + (4) + 2 = 27
Use Keen Spiked Chain power to evade - no damage or mythic charges lost - location is shuffled.

End turn

Reset Hand

At the start of Merisiel's turn:
Banish Angelstep to Recovery to heal self
Heal Erasmus: 1d4 + 1 ⇒ (2) + 1 = 3
Recharge Angelstep? Survival 9, veldira: 1d6 + 2 + 1d6 + 6 ⇒ (6) + 2 + (5) + 6 = 19

Turn Summary:
* Eagle Rock card 1 is displayed at the location (Abyssal Shortcut)
* Eagle Rock is shuffled (and consists of cards 2 and 3: Elder Fire Demon and ?)

"

Erasmus wrote:

Hand: Keen Spiked Chain, Seaborne Trident +1, Embiggen, Harrow Deck (Core),

Displayed: Spirit Relatives (Nissa and Veldira), Aspect of the Bull,
Deck: 14 Discard: 2 Buried: 1
Current Location: Eagle Rock
Hero Points: 7
Tshirt Reroll: Available
Mythic Charges: 6
NOTES:
Available Support: If at the same location as Erasmus: +1d4 to Strength, Melee, Fortitude, Ranged AND Wisdom, Divine, Perception, Survival

Harrow Deck: Recovery to examine the top 3 cards of any location and return them in any order.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Snapping Flytrap, Sign of the Bridge, Pyrokinesis, Balmberry Bush, Call Spirit, Cloud Puff, Object Reading, Sign of the Rider, Shadowless Sword, Aegis of Recovery, Sign of the Patriarch, The Missing Eye, Sign of the Mother
Recharged: Angelstep,
Discard Pile: Verdant Rager, Blessing of the Everbloom,
Buried Pile: Leshykineticist,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Nissa: +1d6+# for Strength, Melee: Strength, Ranged: Strength
Dexterity d8 ☑ +1 ☐ +2 ☐ +3
Baylock: +1d6+# for Dexterity, Stealth: Dex, Disable: Dex
Constitution d6 ☐ +1 ☐ +2
Nissa: +1d6+# for Constitution: Fortitude
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Balsamo: +1d6+# for Int, Knowledge: Int, Craft: Int
Wisdom d6 ☑ +1 ☑ +2
Perception: Wisdom +3
Veldira: +1d6+# for Wis, Divine: Wisdom, and Perception: Wis, Survival: Wis
Charisma d8 ☑ +1 ☑ +2 ☑ +3
Arcane: Charisma +1
Balsamo: +1d6+# for Arcane: Cha
Baylock: +1d6+# for Diplomacy: Cha

Favored Card: {My choice: Weapon}
Hand Size:
Proficiencies:
{Weapons, Arcane, Divine}
POWERS: (Role: Storyteller)
On your check, after the roll, you may bury ([X] or discard) 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 ([X] 1 plus) the number of cards recharged to your checks until the end of the turn. (☐ Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it.)
[X] Add 1d4 (☐ +1) to another character at your location's checks that use any skill marked on the cohort Spirit Relatives (Veldira: Wisdom, Divine: Wisdom, Perception: Wisdom, Survival: Wisdom) (Balsamo: Intelligence, Arcane: Charisma, Knowledge: Intelligence, Craft: Intelligence) (Baylock: Dexterity, Stealth: Dexterity, Disable: Dexterity, Diplomacy: Charisma) (Nissa: Strength, Melee: Strength, Fortitude: Constitution, Ranged: Strength).
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([X] or to put a second marker on it).
[X] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.
Undaunted Guardian boon: [] [] [] When you attempt to guard your location, check a box that precedes this reward to automatically succeed.

Marshal
Add your number of mythic charges to your {Strength or Charisma} check. Then you may expend 1 or more changes. If you do {after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.}, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to {When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.}.

"


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

Hour of Ascension

Move to Canyon
Free explore and encounter Worm Demon
Reveal Vampiric Backsword +3

Combat 10: 1d12 + 11 + 2d6 + 3 ⇒ (10) + 11 + (3, 2) + 3 = 29 Banished
Reload Vampiric Backsword +3 to recharge Gem of Physical Prowess

Merisiel wrote:

Hand: Menacing Backsword +1, Vampiric Backsword +3, Smoke Bomb, Blessing of the Spy 2, Blessing of Achaekek, Heister,

Displayed: Glamered Leather Armor,
Deck: 11 Discard: 0 Buried: 1
Current Location: Canyon
Hero Points: 10
Product Reroll Unused
Mythic Charges: 6
NOTES:
Available Support: Smoke Bomb: Allow a local character to evade

Blessing Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Quick-Change Mask, Vestments of False Faith, Sable Company Leathers, Blessing of the Midnight Lord, Blessing of the Spy 1, Fortune-Teller
Recharged: Limning Starknife, Blessing of Asmodeus, Cerulean Mastermind, Chalice of Ozem, Gem of Physical Prowess,
Discard Pile:
Buried Pile: Orengofta,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☑ +1 ☑ +2 +6 mythic charges
Intelligence: Craft + 2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2

ROGUE - SHADOW
Favored Card: Item
Hand Size:
Proficiencies:
☑ Weapons
POWERS:
You may evade your encounter. (☐ and if it is a boon, you may put it on top of the location deck).
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) (☐+3) (☐+4) to your combat check (☑ and discard it to gain an additional 1d6).
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
☑ When a monster deals damage to you before (☑ or after) acting, reduce that damage to 0.
☑ You automatically succeed at your Knowledge check.

Mythic Trickster
Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more changes. If you do after the encounter, you may move, ignoring any movement restrictions, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Dexterity, Intelligence,


Canyon: Banish 1


During This Adventure: Basic and Elite cards (except for Blessings) have been removed.

Servitor Demon:
Favored of Deskari
Spoiler:
Henchman Monster 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.

During This Scenario: Locations cannot be temporarily closed.

Glimmer of Hope (displayed barrier)
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

Additional Rules:

Villain:
Gashgelag
Spoiler:
Monster Villain 6

Traits:
Demon
Mythic
Outsider

To Defeat:
Constitution Fortitude Wisdom 12
THEN
Combat 40

Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.


Henchmen:
Abyssal Army
Spoiler:
Barrier Henchman 6

Traits:
Army
Skirmish
Demon
Undead
Mythic

To Defeat:
Combat Combat 40
OR
Arcane Knowledge Divine Acrobatics 23

The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
If defeated, you may immediately close thie location this henchman came from.


Hunger That Moves
Spoiler:
Monster Henchman 6

Traits:
Outsider

To Defeat:
Combat 36
THEN
Combat 30

The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile.
If defeated, you may attempt to close the location this henchman came from.


Cohort:
Khraigorr Half-Face
Spoiler:
Cohort 6
Traits:
Barbarian
Human

Reveal this card to add 1d6 to your combat check or to your check to acquire an ally.
When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.

Party Tracker

Scenario Level (#): 6

Turn: 10, Crowe/MauveAvenger

Random Cards:

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

Spoiler:
Warmonger Wasp
WotR
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_

Spoiler:
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:
Berbalang
WotR
Monster 2
Traits:
Undead
Incorporeal
To Defeat:
Combat 18
The Berbalang is immune to the Mental and Poison traits.
If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
If undefeated, discard the top card of your deck.

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

Barriers
Spoiler:
Deal with a Demon
WotR
Barrier 5
Traits:
Temptation
Demon
To Defeat:
None 0
Display this barrier next to the scenario; it is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.

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:
Gift of Shamira
WotR
Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

Spoiler:
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:
Unstable Accelerant
WotR
Barrier 6
Traits:
Trap
Alchemical
To Defeat:
None
Display this barrier faceup next to your location; the barrier is undefeated.
While displayed, when a character at that location plays a boon, each other character who can play a boon of the same type does so. When a character at that location rolls a die, treat odd rolls as 1 and even rolls as the highest number on that die.
When that location deck has no cards remaining, banish this barrier.

Weapons
Spoiler:
Skirmishing Spear
WotR
Weapon 3
Traits:
Spear
Ranged
Piercing
Magic
Mythic
Veteran
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

Spoiler:
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:
Demonbane Longsword +2
WotR
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. Add another 1d8 if the bane has the Demon trait. If not proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Dragonbreath Bow
WotR
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

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

Spells
Spoiler:
Good Omen
WotR
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

Spoiler:
Icy Prison
WotR
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Cold
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Dismissal
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 8
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

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

Armors
Spoiler:
Black Dragonhide Breastplate
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
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:
Ebon Thorn
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Reveal this card to add 2 and the Piercing trait to your Melee combat or Diplomacy check.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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

Spoiler:
Exorcism Kit
WotR
Item B
Traits:
Tool
Veteran
To Acquire:
Wisdom
Divine 8
Recharge this card to add the Magic trait to any check by a character at your location.
Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.

Spoiler:
Pauper's Thighbone
WotR
Item 3
Traits:
Item
Mythic
To Acquire:
Banish an Item 0
Recharge this card and reveal a blessing to add your number of mythic charges to your Arcane or Divine check; then, if the revealed blessing had the Corrupted trait, expend a charge.
Discard this card to draw a random blessing from your discard pile.

Spoiler:
Torc of the Heavens
WotR
Item 5
Traits:
Accessory
Magic
Divine
To Acquire:
Wisdom
Divine 13
Put this card on top of your deck to add your number of mythic charges to your Charisma check.
On your turn, put this card on top of your deck to examine the top card of your location; if it is a weapon, an item, or an armor, you may explore your location.
Bury this card to draw 1 random non-Basic blessing from the box.

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

Allies
Spoiler:
Retainer
WotR
Ally B
Traits:
Elf
Hireling
To Acquire:
Charisma
Diplomacy 4
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

Spoiler:
Suurlahetas
WotR
Ally 5
Traits:
Outsider
Devil
To Acquire:
None 0
To acquire this card, shuffle a random monster from the box into each open location deck without looking at them.
Discard this card to add 2d6 and the Fire trait to your combat check.
Banish this card to search a location deck for a boon and add it to your hand.

Spoiler:
Retainer
WotR
Ally B
Traits:
Elf
Hireling
To Acquire:
Charisma
Diplomacy 4
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

Spoiler:
Unfettered Imp
WotR
Ally 3
Traits:
Outsider
Devil
Temptation
To Acquire:
Intelligence
Charisma
Arcane 7
During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.

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

Blessings
Spoiler:
Blessing of Xoveron
WotR
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

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

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

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

Spoiler:
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Current Hour:

Blessing of the Starsong:
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Hours Remaining: 18

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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Xoveron
WotR
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 4 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 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 5 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 6 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 6 Erasmus/AbrahamZ.
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 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 7 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 8 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 8 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 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 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 12 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 12 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 13 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 13 MotherMyrtle/Bigguyinblack
Blessing of Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 16 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 17 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 17 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 18 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 18 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.

Location #1: Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M: 1 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Demonic Horde

Great Hall Card 1:
Pillar of Life
WotR
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 12
Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Great Hall Card 2:
Mantle of Faith
WotR
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 15
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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.
Great Hall Card 3:
Hunger That Moves
None
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30
The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.
Great Hall Card 4:
Corruption Demon
WotR
Monster 5
Traits:
Outsider
Demon
To Defeat:
Combat 25
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.
Great Hall Card 5:
Chevalier
WotR
Ally 6
Traits:
Halfling
Aristocrat
To Acquire:
Charisma
Diplomacy 9
Recharge this card to add 2d4 to your Melee combat check.
Bury this card to reduce damage dealt to you to 0.
Great Hall Card 6:
Swordbreaker
WotR
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Veteran
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.
Great Hall Card 7:
Iron Flask
WotR
Item 6
Traits:
Item
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
When you encounter a monster that has the Elemental or Outsider trait from a location deck, you may display this card next to that deck and put the monster on top of this card. The monster is neither defeated nor undefeated; it still counts as part of its location deck except for the purpose of exploring. At the end of your turn, put the monster on the top or bottom of its location deck and bury this card.
Great Hall Card 8:
Disrupting Warhammer
WotR
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Great Hall Card 9:
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.

Location #2: Eagle Rock
At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
When Closing: Summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Mother Myrtle, Erasmus, Elder Fire Demon
Abyssal Shortcut (displayed barrier):
WotR Barrier 4
Traits: Temptation Abyssal
To Defeat: None 0
Display this barrier next to a location; the barrier is defeated. While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.

Eagle Rock Card 1:
Hunger That Moves
None
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30
The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.
Eagle Rock Card 2:
Elder Fire Demon
WotR
Monster 6
Traits:
Outsider
Demon
Aristocrat
Mythic
To Defeat:
Combat 33
The Elder Fire Demon is immune to the Electricity, Fire, and Poison traits. All damage dealt by the Fire Demon is Fire damage. If you succeed at an Intelligence or Knowledge 18 check, add 10 to your check to defeat it.
If undefeated, expend 1d4 mythic charges.
If defeated, each character at your location rolls 1d20; if a character rolls a number less than or equal to her hand size, she discards her hand.

Location #3: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: (The start-of-turn Fire damage does still happen when closed.)
Molten Pool Card 1:
Death by Pleasure
WotR
Barrier 6
Traits:
Obstacle
Magic
Mental
To Defeat:
Charisma
Diplomacy
Disable 15
Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.
Molten Pool Card 2:
Vorpal Blade
WotR
Weapon 6
Traits:
Sword
Melee
Slashing
Magic
Mythic
To Acquire:
Strength
Melee 17
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+5; you may additionally expend a mythic charge to add another 1d20 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4. If any d20 rolled on this check is a 20, you succeed at the check.
Molten Pool Card 3:
Magic Ray Fusillade
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
Molten Pool Card 4:
Hunger That Moves
None
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30
The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.
Molten Pool Card 5:
Nahyndrian Elixer
WotR
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic
To Acquire:
Intelligence
Craft
Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
Molten Pool Card 6:
Immortal Ichor
WotR
Monster 6
Traits:
Ooze
Mythic
To Defeat:
Combat 27
The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
While you act, a random other character at your location may not play cards or use powers during the encounter.
This intelligent mass of blood coagulated from the corpse of an evil entity_
Molten Pool Card 7:
Helm of the Valkyrie
WotR
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 6
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Molten Pool Card 8:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Molten Pool Card 9:
Groaning Gate
WotR
Barrier 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
Molten Pool Card 10:
Boar Demon
WotR
Monster 6
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.

Location #4: 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: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Crowe
Cavern Card 1:
Fortune's Arrow
WotR
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic
To Acquire:
Dexterity
Ranged 12
If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.
Cavern Card 2:
Celestial Unicorn
WotR
Ally 4
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.
Cavern Card 3:
Rapier of Puncturing
WotR
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.
Cavern Card 4:
Armor of the Pious
WotR
Armor 2
Traits:
Heavy Armor
Magic
Healing
To Acquire:
Constitution
Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Cavern Card 5:
Gashgelag
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Constitution
Fortitude
Wisdom 12
THEN Combat 40
Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.
Cavern Card 6:
Flensing Walls
WotR
Barrier 6
Traits:
Obstacle
Magic
To Defeat:
Arcane
Divine 20
OR Disable 17
Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.
Cavern Card 7:
Salamander
WotR
Monster 2
Traits:
Outsider
To Defeat:
Combat 15
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

Location #5: Abyssal River
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: 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: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel, Infinite Rod

Canyon Card 1:
Maze Tapestry
WotR
Barrier 5
Traits:
Obstacle
Magic
To Defeat:
Wisdom
Perception
Survival 15
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.
Canyon Card 2:
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.
Canyon Card 3:
Hunger That Moves
None
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30
The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.
Canyon Card 4:
Toad Demon
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
Canyon Card 5:
Tarnhelm
WotR
Armor 6
Traits:
Heavy Armor
Magic
Mythic
To Acquire:
Constitution
Fortitude 20
Recharge this card and expend a mythic charge to add 1d20 and the Acid, Cold, Electricity, Fire or Poison trait to your combat check; after the encounter, you may move yourself and any number of characters from your location to 1 other location.
Reveal this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Canyon Card 6:
Infinite Rod
WotR
Weapon 6
Traits:
Club
Melee
Magic
To Acquire:
Strength
Melee 13
OR Arcane
Divine 15
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3 and add any of the following traits: Bludgeoning, Fire, Piercing, or Slashing; you may additionally discard this card to add another 2d6+4. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card to add 2 dice to any check to defeat a barrier, or to evade a monster you encounter that is not immune to the Mental trait.
Canyon Card 7:
Runelord Alderpash
WotR
Ally 5
Traits:
Undead
Lich
Evoker
To Acquire:
None 0
Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
Banish this card and discard your hand to permanently close your location, then end your turn.
Canyon Card 8:
Verminous Symbols
WotR
Barrier 6
Traits:
Trap
Magic
Arcane
To Defeat:
Constitution
Fortitude
Wisdom 17
OR Disable 15
If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.


Deck Handler

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

Turn: Turn 10 - Blessing of the Starsong

Blessing of the Starsong:
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

SOT: N/a

Move: Stay at Cavern

Explore: Fortune's Arrow

Fortune's Arrow:
Fortune's Arrow
WotR
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic
To Acquire:
Dexterity
Ranged 12
If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

Dexterity 12: 1d6 ⇒ 1

Not acquired. Discard Blessing of Abraxas to explore again.

Explore 2: Celestial Unicorn

Celestial Unicorn:
Celestial Unicorn
WotR
Ally 4
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.

Khraigorr Half-Face adds 1d6.

Charisma 12: 1d8 + 2 + 5 + 1d6 ⇒ (4) + 2 + 5 + (3) = 14

Acquired. Discard to explore again.

Explore 3: Rapier of Puncturing

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

Melee 12: 1d12 + 5 + 5 ⇒ (1) + 5 + 5 = 11

Not acquired. Discard Surgeon to explore again.

Explore 4: Armor of the Pious

Armor of the Pious:
Armor of the Pious
WotR
Armor 2
Traits:
Heavy Armor
Magic
Healing
To Acquire:
Constitution
Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Fortitude 8: 1d6 + 2 ⇒ (5) + 2 = 7

End Turn: Reset hand.

Recovery:

[u]Summary[/u]:
Move: Cavern
Acquired: Cavern Card 2: Celestial Unicorn
Banished: Cavern Card 1,3,4: Fortune's Arrow, Rapier of Puncturing, Armor of the Pious
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: Soulshear (loot), Jorgenfist Spear, Blancher (loot), Whip of Centipedes, Scale of Sacred Weaponry (loot), Blessing of Angradd, Khraigorr Half-Face,

Displayed:
Deck: 8 Discard: 4 Buried: 3
Current Location: Cavern
Hero Points: 10
2-6A Reroll: USED
Mythic Charges: 5
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): Blessing of Shax, Demonbane Longsword +2, Gem of Physical Prowess, Transmogrify (loot), Blessing of the Inheritor
Recharged: Blessing of Tsukiyo, Impervious Fortress Plate, Blazing Servant,
Discard Pile: Blessing of Sivanah, Blessing of Abraxas (loot), Celestial Unicorn, Surgeon,
Buried Pile: Energy Bolt, Dwarven Plate, Dwarven Earthbreaker +1,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +5 mythic charges
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 +5 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
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 (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), 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. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


deck handler

Blessing of Abraxas in effect.

Move to Canyon.

Canyon Card 1: Maze Tapestry:

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

survival 15: 1d12 + 12 ⇒ (8) + 12 = 20

Discard Apprentice to explore.

Canyon Card 2: 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.

combat 13 revealing Returning Totem Spear using survival: 1d12 + 1d8 + 14 ⇒ (4) + (3) + 14 = 21

Merisial takes 1 Acid damage. Reveal Black Robe to prevent it to myself. On local monster defeat draw Major Cure from my discard pile.

Major Cure on myself: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Recharge Thorncrown of Iomedae to draw the top card of the hourglass: Erasmus's Blessing of Ascension. Discard Blessing of Ascension to explore.

Canyon Card 3: Hunger That Moves:

None
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30
The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

Pausing for Merisiel to take the second check.


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

Discard Smoke Bomb as Acid Damage

Automatically pass Acrobatics check. Shadow negates BYA damage. Auto-succeed Knowledge
Second Check Reveal Vampiric Backsword +3, Knowledge Check Bonus
Combat 30: 1d12 + 11 + 2d6 + 3 + 5 ⇒ (7) + 11 + (2, 6) + 3 + 5 = 34
Assuming Hunger That Moves is defeated. Reload Vampiric Backsword +3 to recharge Smoke Bomb


deck handler

Knowledge 18 using Elixir of Focus: 1d8 + 4 + 1d12 + 6 ⇒ (8) + 4 + (2) + 6 = 20

Reveal Black Robe to prevent the BYA damage. Crowe recharges Blessing of Angradd.

combat 36 casting Divine Blaze (Core), revealing Black Robe, blessed by Angradd: 3d12 + 1d4 + 3d8 + 17 ⇒ (4, 4, 7) + (4) + (2, 8, 8) + 17 = 54

On local monster defeat draw Twitch Tonic from my deck.

bottom card of blessing deck: Hourglass Card 18 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.

Divine 5 auto pass. On close and eot every location is shuffled.

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Major Cure: Arcane 10: 1d12 + 1d4 + 12 ⇒ (12) + (1) + 12 = 25 -> Major Cure recharged.
Elixir of Focus: Knowledge 10: 1d8 + 4 ⇒ (3) + 4 = 7 -> Elixir of Focus discarded.
Divine Blaze (Core): Divine 14: 1d12 + 1d4 + 12 ⇒ (8) + (1) + 12 = 21 -> Divine Blaze (Core) recharged.

Mother Myrtle resets their hand.

Mother Myrtle wrote:

Hand: Returning Totem Spear, Twitch Tonic, Blessing of Ascension 2, Blessing of Sifkesh, Black Robe, Blessing of the Elements, Embiggen,

Displayed: Shoanti Barbarian Hide,
Deck: 11 Discard: 6 Buried: 0
"Current Location: Canyon
Hero Points: 7"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused
Hierophant mythic charges 6/6:

Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck. Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.

Blessing of Ascension: Discard this card to add 1 die to any check.

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.

Blessing of Sifkesh: 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.
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.

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): Dragonbreath Bow, Thorncrown of Iomedae, Apprentice, Death's Touch, Elixir of Healing, Riding Allosaurus, Restoration (Core), Liquid Persuasion, Potion of Restoration
Recharged: Major Cure, Divine Blaze (Core),
Discard Pile: Lyrune-quah Truthspeaker, Bodyguard, The Carnival, Crystalline Carniviore, Blessing of Ascension, Elixir of Focus,
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 +1d4)
(Divine: Wisdom +1d4)
"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 ([x] 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.
When a character at your location defeats a monster, you may draw an ally ([x] or a spell or an item) from your discard pile ([x] or search your deck for a card of that type and draw it).
[ ] [ ] [ ] Undaunted Guardian: When you attempt to guard your location, check a box that precedes this reward to automatically succeed.

Canyon is closed.

Hour 2 and hour 18 both Blessing of Ascension acquired.

Crowe recharged Blessing of Angradd.


deck handler

Combat damage from Hunger That Moves BYA: 1d6 ⇒ 5

Would have revealed Black Robe for 2, Recharged Shoanti Barbarian Hide for 2, and discarded the too narrow Blessing of Sifkesh. I'll discard a random card from the top of my deck now: Potion of Restoration. And the card that replaces Blessing of Sifkesh in my hand is Death's Touch.

Mother Myrtle wrote:

Hand: Returning Totem Spear, Twitch Tonic, Blessing of Ascension 2, Death's Touch, Black Robe, Blessing of the Elements, Embiggen,

Displayed:
Deck: 10 Discard: 8 Buried: 0
"Current Location: Canyon
Hero Points: 7"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused
Hierophant mythic charges 6/6:

Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck. Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.

Blessing of Ascension: Discard this card to add 1 die to any check.

Embiggen: Freely display next to a local character. While displayed: On that character’s checks, replace all dice as follows: d4->d8, d6->d10, d8->12, d10->d12, d12->d20 (if you have one). At the end of the turn, banish.

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.

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): Elixir of Healing, Dragonbreath Bow, Apprentice, Thorncrown of Iomedae, Riding Allosaurus, Liquid Persuasion, Restoration (Core)
Recharged: Major Cure, Divine Blaze (Core), Shoanti Barbarian Hide,
Discard Pile: Lyrune-quah Truthspeaker, Bodyguard, The Carnival, Crystalline Carniviore, Blessing of Ascension, Elixir of Focus, Blessing of Sifkesh, Potion of Restoration,
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 +1d4)
(Divine: Wisdom +1d4)
"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 ([x] 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.
When a character at your location defeats a monster, you may draw an ally ([x] or a spell or an item) from your discard pile ([x] or search your deck for a card of that type and draw it).
[ ] [ ] [ ] Undaunted Guardian: When you attempt to guard your location, check a box that precedes this reward to automatically succeed.


Deck Handler

It is the hour of Xoveron This is a blessing 5 if anyone has a way to draw the hour.

Eagle Rock At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.

Banish Harrow Deck to Recovery to examine the top 3 cards of Great Hall - Pillar of Life (Spell 4), Mantle of Faith (Armor 6), Hunger That Moves (Henchman 6) - Reorder as: Mantle of Faith, Hunger That Moves, Pillar of Life.

Free exploration

Eagle Rock Card 1 is Hunger That Moves:

None
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30
The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

Display Embiggen
Ask MM to discard Blessing of Ascension 2 to bless

BYA Dex 13, embiggen, bull: 3d12 + 1 ⇒ (8, 5, 12) + 1 = 26
Discard Seaborne Trident +1 for 1 Combat dmg

Ask MM to discard Blessing of the Elements to bless
Spend 1 mythic charge
Combat 36, nissa, marshal, embiggen, bull, keen spiked chain: 3d10 + 1d10 + 6 + 6 + 1d20 + 2 ⇒ (6, 5, 6) + (5) + 6 + 6 + (4) + 2 = 40

Combat 30, nissa, marshal, embiggen, bull, keen spiked chain: 2d10 + 1d10 + 6 + 5 + 1d12 + 2 ⇒ (3, 8) + (1) + 6 + 5 + (10) + 2 = 35

When Closing: Summon and defeat this adventure's servitor demon.

Favored of Deskari:

Henchman Monster 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.

Ask Merisiel to discard Blessing of Achaekek to double bless vs henchman.
Combat 35, nissa, marshal, embiggen, bull, keen spiked chain: 4d10 + 1d10 + 6 + 5 + 1d12 + 2 ⇒ (6, 9, 9, 4) + (6) + 6 + 5 + (10) + 2 = 57
Combat 35, nissa, marshal, embiggen, bull, keen spiked chain: 4d10 + 1d10 + 6 + 5 + 1d12 + 2 ⇒ (2, 6, 10, 1) + (7) + 6 + 5 + (5) + 2 = 44
Defeating a mythic bane gives me 1 mythic charge - back up to 6.

Eagle Rock is closed.
When Permanently Closed: No effect.

End turn - Embiggen goes to Recovery

Recovery Phase:
Recharge Harrow Deck, Perception 12, Veldira: 1d6 + 5 + 1d6 + 6 ⇒ (2) + 5 + (3) + 6 = 16
Let Embiggen go to Discards.

Reset Hand

"

Erasmus wrote:

Hand: Keen Spiked Chain, The Missing Eye, Object Reading, Sign of the Mother, Sign of the Patriarch,

Displayed: Spirit Relatives (Nissa and Veldira), Aspect of the Bull,
Deck: 11 Discard: 4 Buried: 1
Current Location: Eagle Rock
Hero Points: 7
Tshirt Reroll: Available
Mythic Charges: 6
NOTES:
Available Support: If at the same location as Erasmus: +1d4 to Strength, Melee, Fortitude, Ranged AND Wisdom, Divine, Perception, Survival

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sign of the Bridge, Snapping Flytrap, Balmberry Bush, Sign of the Rider, Call Spirit, Cloud Puff, Pyrokinesis, Shadowless Sword, Aegis of Recovery
Recharged: Angelstep, Harrow Deck (Core),
Discard Pile: Verdant Rager, Blessing of the Everbloom, Seaborne Trident +1, Embiggen,
Buried Pile: Leshykineticist,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Nissa: +1d6+# for Strength, Melee: Strength, Ranged: Strength
Dexterity d8 ☑ +1 ☐ +2 ☐ +3
Baylock: +1d6+# for Dexterity, Stealth: Dex, Disable: Dex
Constitution d6 ☐ +1 ☐ +2
Nissa: +1d6+# for Constitution: Fortitude
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Balsamo: +1d6+# for Int, Knowledge: Int, Craft: Int
Wisdom d6 ☑ +1 ☑ +2
Perception: Wisdom +3
Veldira: +1d6+# for Wis, Divine: Wisdom, and Perception: Wis, Survival: Wis
Charisma d8 ☑ +1 ☑ +2 ☑ +3
Arcane: Charisma +1
Balsamo: +1d6+# for Arcane: Cha
Baylock: +1d6+# for Diplomacy: Cha

Favored Card: {My choice: Weapon}
Hand Size:
Proficiencies:
{Weapons, Arcane, Divine}
POWERS: (Role: Storyteller)
On your check, after the roll, you may bury ([X] or discard) 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 ([X] 1 plus) the number of cards recharged to your checks until the end of the turn. (☐ Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it.)
[X] Add 1d4 (☐ +1) to another character at your location's checks that use any skill marked on the cohort Spirit Relatives (Veldira: Wisdom, Divine: Wisdom, Perception: Wisdom, Survival: Wisdom) (Balsamo: Intelligence, Arcane: Charisma, Knowledge: Intelligence, Craft: Intelligence) (Baylock: Dexterity, Stealth: Dexterity, Disable: Dexterity, Diplomacy: Charisma) (Nissa: Strength, Melee: Strength, Fortitude: Constitution, Ranged: Strength).
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([X] or to put a second marker on it).
[X] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.
Undaunted Guardian boon: [] [] [] When you attempt to guard your location, check a box that precedes this reward to automatically succeed.

Marshal
Add your number of mythic charges to your {Strength or Charisma} check. Then you may expend 1 or more changes. If you do {after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.}, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to {When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.}.

"


During This Adventure: Basic and Elite cards (except for Blessings) have been removed.

Servitor Demon:
Favored of Deskari
Spoiler:
Henchman Monster 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.

During This Scenario: Locations cannot be temporarily closed.

Glimmer of Hope (displayed barrier)
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

Additional Rules:

Villain:
Gashgelag
Spoiler:
Monster Villain 6

Traits:
Demon
Mythic
Outsider

To Defeat:
Constitution Fortitude Wisdom 12
THEN
Combat 40

Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.


Henchmen:
Abyssal Army
Spoiler:
Barrier Henchman 6

Traits:
Army
Skirmish
Demon
Undead
Mythic

To Defeat:
Combat Combat 40
OR
Arcane Knowledge Divine Acrobatics 23

The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
If defeated, you may immediately close thie location this henchman came from.


Hunger That Moves
Spoiler:
Monster Henchman 6

Traits:
Outsider

To Defeat:
Combat 36
THEN
Combat 30

The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile.
If defeated, you may attempt to close the location this henchman came from.


Cohort:
Khraigorr Half-Face
Spoiler:
Cohort 6
Traits:
Barbarian
Human

Reveal this card to add 1d6 to your combat check or to your check to acquire an ally.
When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.

Party Tracker

Scenario Level (#): 6

Turn: 13, Merisiel/NathanDavis

Random Cards:

Monsters
Spoiler:
Fly Demon
WotR
Monster 6
Traits:
Outsider
Demon
To Defeat:
Combat 25
The Fly Demon is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1d4+1 Acid damage.
If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.

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

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

Spoiler:
Toad Demon
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

Spoiler:
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_

Barriers
Spoiler:
Temptation of Favor
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.

Spoiler:
Compelling Offer
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

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:
Gift of Nocticula
WotR
Barrier 4
Traits:
Temptation
Deity
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.

Spoiler:
Gift of Shamira
WotR
Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

Weapons
Spoiler:
Skirmishing Spear
WotR
Weapon 3
Traits:
Spear
Ranged
Piercing
Magic
Mythic
Veteran
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

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

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

Spoiler:
Scizore +3
WotR
Weapon 4
Traits:
Scizore
Shield
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and you are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.

Spoiler:
Force Sling +3
WotR
Weapon 6
Traits:
Sling
Ranged
Bludgeoning
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+3; you may additionally discard this card to add another 4d4 and the Force trait.

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

Spoiler:
Steal Mythic Power
WotR
Spell 5
Traits:
Magic
Arcane
Divine
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
When a character encounters a bane that has the Mythic trait, discard this card; that character gets a mythic charge.
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 16 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:
Winds of Vengeance
WotR
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card next to your deck. While displayed, you may move at the end of your turn, add 1d8 to your combat checks, and reduce Acid, Cold, Electricity, Fire and Ranged Combat damage dealt to you by 4.
At the end of your turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 18 check to recharge or to continue displaying this card; otherwise, discard it.

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

Armors
Spoiler:
Bejeweled Helm
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Armor of the Pious
WotR
Armor 2
Traits:
Heavy Armor
Magic
Healing
To Acquire:
Constitution
Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Black Dragonhide Breastplate
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

Spoiler:
Spiked Plate
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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.

Spoiler:
Lyre of Storms
WotR
Item 4
Traits:
Instrument
Magic
Mythic
To Acquire:
Charisma
Divine 12
Recharge this card to add 1d4 and the Electricity trait to any combat check by a character at your location; ignore a bane's immunity to the Electricity trait for that check.
Discard this card at the end of a turn and expend a mythic charge to allow any number of other characters to move.

Spoiler:
Skinstitcher's Manual
WotR
Item 4
Traits:
Book
Magic
Corrupted
Mythic
To Acquire:
Arcane
Craft
Divine
Knowledge 12
Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.
After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card insted of burying it.

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

Spoiler:
Unfettered Imp
WotR
Ally 3
Traits:
Outsider
Devil
Temptation
To Acquire:
Intelligence
Charisma
Arcane 7
During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.

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

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

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

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

Spoiler:
Blessing of Xoveron
WotR
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

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

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

Current Hour:

Blessing of Xoveron:
Blessing of Xoveron
WotR
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Hours Remaining: 14

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 1 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 2 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 2 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 3 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 3 Erasmus/AbrahamZ.
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 4 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 4 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 5 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 5 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 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 Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Hourglass Card 9 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 9 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 10 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 10 MotherMyrtle/Bigguyinblack
Blessing of Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 11 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 12 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 12 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 13 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 13 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 14 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 14 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.

Location #1: Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M: 1 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Demonic Horde

Great Hall Card 1 (Mantle of Faith):
Mantle of Faith
WotR
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 15
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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.
Great Hall Card 2 (Hunger That Moves):
Hunger That Moves
None
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30
The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.
Great Hall Card 3 (Pillar of Life):
Pillar of Life
WotR
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 12
Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Great Hall Card 4:
Iron Flask
WotR
Item 6
Traits:
Item
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
When you encounter a monster that has the Elemental or Outsider trait from a location deck, you may display this card next to that deck and put the monster on top of this card. The monster is neither defeated nor undefeated; it still counts as part of its location deck except for the purpose of exploring. At the end of your turn, put the monster on the top or bottom of its location deck and bury this card.
Great Hall Card 5:
Swordbreaker
WotR
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Veteran
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.
Great Hall Card 6:
Corruption Demon
WotR
Monster 5
Traits:
Outsider
Demon
To Defeat:
Combat 25
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.
Great Hall Card 7:
Chevalier
WotR
Ally 6
Traits:
Halfling
Aristocrat
To Acquire:
Charisma
Diplomacy 9
Recharge this card to add 2d4 to your Melee combat check.
Bury this card to reduce damage dealt to you to 0.
Great Hall Card 8:
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.
Great Hall Card 9:
Disrupting Warhammer
WotR
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Location #2: Eagle Rock
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus
Abyssal Shortcut (displayed barrier):
WotR Barrier 4
Traits: Temptation Abyssal
To Defeat: None 0
Display this barrier next to a location; the barrier is defeated. While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.

Location #3: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: (The start-of-turn Fire damage does still happen when closed.)

Molten Pool Card 1:
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.
Molten Pool Card 2:
Nahyndrian Elixer
WotR
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic
To Acquire:
Intelligence
Craft
Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
Molten Pool Card 3:
Boar Demon
WotR
Monster 6
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.
Molten Pool Card 4:
Vorpal Blade
WotR
Weapon 6
Traits:
Sword
Melee
Slashing
Magic
Mythic
To Acquire:
Strength
Melee 17
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+5; you may additionally expend a mythic charge to add another 1d20 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4. If any d20 rolled on this check is a 20, you succeed at the check.
Molten Pool Card 5:
Groaning Gate
WotR
Barrier 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
Molten Pool Card 6:
Magic Ray Fusillade
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
Molten Pool Card 7:
Death by Pleasure
WotR
Barrier 6
Traits:
Obstacle
Magic
Mental
To Defeat:
Charisma
Diplomacy
Disable 15
Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.
Molten Pool Card 8:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Molten Pool Card 9:
Hunger That Moves
None
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30
The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.
Molten Pool Card 10:
Immortal Ichor
WotR
Monster 6
Traits:
Ooze
Mythic
To Defeat:
Combat 27
The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
While you act, a random other character at your location may not play cards or use powers during the encounter.
This intelligent mass of blood coagulated from the corpse of an evil entity_

Location #4: 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: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Crowe
Cavern Card 1:
Flensing Walls
WotR
Barrier 6
Traits:
Obstacle
Magic
To Defeat:
Arcane
Divine 20
OR Disable 17
Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.
Cavern Card 2:
Salamander
WotR
Monster 2
Traits:
Outsider
To Defeat:
Combat 15
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_
Cavern Card 3:
Gashgelag
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Constitution
Fortitude
Wisdom 12
THEN Combat 40
Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.

Location #5: Abyssal River
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mother Myrtle, Merisiel


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

Hour of Xoveron

Move to Molten Pool
Free explore and encounter Helm of the Valkyrie

Constitution 6: 1d6 ⇒ 3 Banished!

Discard Blessing of the Spy to explore and encounter Nahyndrian Elixer
Automatically pass Knowledge check and acquire


Discard Blessing of Achaekek to explore and encounter Boar Demon
BYA: Autosucceed Knowledge. No other local characters for a servitor.
Reveal Menacing Backsword +1. Alone: Recharge and discard Nahyndrian Elixer. Expend Mythic Charge.

Combat 28: 1d20 + 11 + 1d6 + 1 + 2d6 ⇒ (3) + 11 + (6) + 1 + (2, 2) = 25
Product Reroll
Combat 28: 1d20 + 22 ⇒ (8) + 22 = 30 Banished!
Mythic Trickster: Move to Great Hall

Merisiel wrote:

Hand: Menacing Backsword +1, Vampiric Backsword +3, Vestments of False Faith, Quick-Change Mask, Heister, Blessing of the Spy 1,

Displayed: Glamered Leather Armor,
Deck: 9 Discard: 3 Buried: 1
Current Location: Great Hall
Hero Points: 10
Product Reroll Unused
Mythic Charges: 6
NOTES:
Available Support: Vestments of False Faith: Can use to grab the top card of the Blessings Discard. Use to grab high tier blessings!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Midnight Lord, Sable Company Leathers, Fortune-Teller
Recharged: Limning Starknife, Blessing of Asmodeus, Cerulean Mastermind, Chalice of Ozem, Gem of Physical Prowess, Smoke Bomb,
Discard Pile: Blessing of the Spy 2, Blessing of Achaekek, Nahyndrian Elixer,
Buried Pile: Orengofta,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☑ +1 ☑ +2 +6 mythic charges
Intelligence: Craft + 2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2

ROGUE - SHADOW
Favored Card: Item
Hand Size:
Proficiencies:
☑ Weapons
POWERS:
You may evade your encounter. (☐ and if it is a boon, you may put it on top of the location deck).
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) (☐+3) (☐+4) to your combat check (☑ and discard it to gain an additional 1d6).
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
☑ When a monster deals damage to you before (☑ or after) acting, reduce that damage to 0.
☑ You automatically succeed at your Knowledge check.

Mythic Trickster
Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more changes. If you do after the encounter, you may move, ignoring any movement restrictions, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Dexterity, Intelligence,


Molten Pool: Banished 1 and 3. Acquired 2.


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

Quick hand update since my blessing got used already

Merisiel wrote:

Hand: Menacing Backsword +1, Vampiric Backsword +3, Vestments of False Faith, Quick-Change Mask, Blessing of the Midnight Lord, Blessing of the Spy 1,

Displayed: Glamered Leather Armor,
Deck: 8 Discard: 4 Buried: 1
Current Location: Great Hall
Hero Points: 10
Product Reroll Unused
Mythic Charges: 5
NOTES:
Available Support: Vestments of False Faith: Can use to grab the top card of the Blessings Discard. Use to grab high tier blessings!

Blessing available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fortune-Teller, Sable Company Leathers
Recharged: Limning Starknife, Blessing of Asmodeus, Cerulean Mastermind, Chalice of Ozem, Gem of Physical Prowess, Smoke Bomb,
Discard Pile: Blessing of the Spy 2, Blessing of Achaekek, Nahyndrian Elixer, Heister,
Buried Pile: Orengofta,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +5 mythic charges
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☑ +1 ☑ +2 +5 mythic charges
Intelligence: Craft + 2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2

ROGUE - SHADOW
Favored Card: Item
Hand Size:
Proficiencies:
☑ Weapons
POWERS:
You may evade your encounter. (☐ and if it is a boon, you may put it on top of the location deck).
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) (☐+3) (☐+4) to your combat check (☑ and discard it to gain an additional 1d6).
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
☑ When a monster deals damage to you before (☑ or after) acting, reduce that damage to 0.
☑ You automatically succeed at your Knowledge check.

Mythic Trickster
Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more changes. If you do after the encounter, you may move, ignoring any movement restrictions, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Dexterity, Intelligence,


Deck Handler

Turn Order: Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack, Erasmus/Abraham Z.
Out of Turn Updates: Recharge Blessing of Angradd for Mother Myrtle

Turn: Turn 14 - Blessing of Ascension

Blessing of the Ancients:
Blessing of the Ancients
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Cavern

Explore: Flensing Walls

Flensing Walls:
Flensing Walls
WotR
Barrier 6
Traits:
Obstacle
Magic
To Defeat:
Arcane
Divine 20
OR Disable 17
Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.

Bury Soulshear to add 1d10+1 and Force trait. Ask Mother Myrtle to discard Blessing of Ascension to bless check.

Arcane 20: 2d8 + 5 + 5 + 1d10 + 1 ⇒ (6, 5) + 5 + 5 + (2) + 1 = 24

Defeated.

End Turn: Reset hand.

Recovery:

[u]Summary[/u]:
Move: Cavern
Acquired: N/a
Banished: Cavern Card 1: Flensing Walls
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: Mother Myrtle's Blessing of Ascension
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Blancher (loot), Jorgenfist Spear, Whip of Centipedes, Scale of Sacred Weaponry (loot), Blessing of Shax, Blessing of the Inheritor, Khraigorr Half-Face,

Displayed:
Deck: 7 Discard: 4 Buried: 4
Current Location: Cavern
Hero Points: 10
2-6A Reroll: USED
Mythic Charges: 5
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): Demonbane Longsword +2, Transmogrify (loot), Gem of Physical Prowess
Recharged: Blessing of Tsukiyo, Impervious Fortress Plate, Blazing Servant, Blessing of Angradd,
Discard Pile: Blessing of Sivanah, Blessing of Abraxas (loot), Celestial Unicorn, Surgeon,
Buried Pile: Energy Bolt, Dwarven Plate, Dwarven Earthbreaker +1, Soulshear (loot),

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +5 mythic charges
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 +5 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
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 (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), 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. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,

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