[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


151 to 200 of 1,318 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Deck Handler

Retcon: I had missed that I had been handed a Blessing of Abadar at some point a few turns back. I will spend it to take another turn and encounter Codex.

Intelligence (8) Check: 1d6 ⇒ 4 Auto-FAIL!

"Oh. Never mind! No book! Just a desperate warrior needing our help. Sorry for the confusion!"

No change to hand apart from a single card in the discard pile now.


deck handler

Blessing of Ascension in effect.

Move to Laboratory.

Laboratory Card 3: Mendevian Crusader:

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

charisma 6: 1d6 ⇒ 6

Mendevian Crusader is added to boon pile. Discard Porcupine (Core) to explore.

Laboratory Card 4: Portable Altar:

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

wisdom 7: 1d12 + 1 ⇒ (2) + 1 = 3

Discard Blessing of the Elements 2 to explore.

Laboratory Card 5: Ylyda Svyn:

None
Villain 1
Type: Monster
Traits:
Alchemist
Human
To Defeat:
Charisma
Diplomacy 12
THEN Craft 12
When Ylyda Svyn is evaded, each other character is dealt 1 Acid damage and 1 Fire damage.
Add the number of closed locations to your checks to defeat Ylyda Svyn.
“You’ll not be allowed to disrupt my work. Therefore, I’m afraid you must die!” —Ylyda Svyn

Merisiel uses Blessing of Asmodeus to pass the Diplomacy check. Erasmus recharges Blessing of the Green Faith.

craft 12 blessed by the green faith, aided by 5 closed locations: 2d12 + 8 ⇒ (10, 12) + 8 = 30

Victory!


deck handler

Kess takes the diplomacy check.

diplomacy 12 blessed and aided by 5 closed locations, recharging Smith to add 1d4: 2d8 + 1d4 + 6 ⇒ (8, 3) + (4) + 6 = 21


You’ve fortified Fort Clearwater and brought the alchemist Ylyda Svyn back into the crusaders’ fold. Grateful for your support, she has rededicated the fort to the battle against evil. She has also given you some useful intelligence.

“This pitborn witch you speak of? I know him,” she says. “My scouts followed him through here. He has returned to his dark environs to plot another day, but he did betray one secret in his carelessness. He is searching for a book that can seal the Worldwound. I know he has allies in this region: a coven of three demonic witches. If we can break these witches’ hold on the region, we might learn the whereabouts of the book he seeks.”

REWARD
Each character may choose one of the boons in the boon pile and use it as a bonus deck upgrade.

Boon pile:
1 Ally B
3 Armor 1
3 Armor B
3 Weapon 1
12 Weapon B/C

HERO POINT
Each character earns 1 Hero Point.

ACQUIRED CARDS

  • Mendevian Crusader (Ally B)

  • Helm of the Valkyrie (Armor 1)
  • Ghoul Hide (Armor 1)
  • Eagle Knight Dress Uniform (Armor 1)
  • Spellcaster's Shield (Armor 1)
  • Wooden Shield (Armor B)
  • Scale Mail (Armor B)
  • Padded Armor (Armor B)
  • Magic Shield (Armor B)
  • Leather Armor (Armor B)
  • Corroded Helm (Armor B)
  • Wooden Shield (Armor B)

  • Cold Iron Longsword (Weapon 1)
  • Lance +1 (Weapon 1)
  • Demonbane Light Crossbow +1 (Weapon 1)
  • Quarterstaff (Weapon C)
  • Shortbow (Weapon B)
  • Quarterstaff of Vaulting (Weapon B)
  • Bolas (Weapon C)
  • Bolas (Weapon B)
  • Mace (Weapon C)
  • Lance (Weapon B)
  • Mace (Weapon B)
  • Hand Crossbow (Weapon B)
  • Composite Bow (Weapon C)
  • Heavy Pick (Weapon C)
  • Sickle (Weapon B)


Scenario E: Ladies Who Lunch... with Demons

The pitborn witch Faxon has betrayed his darkest plot. He is searching for a book that, if it fell into the wrong hands, could close the Worldwound forever. You are exactly the “wrong hands” he fears.

Faxon has gone deep into the Worldwound. You do not know his location, but your alliance with the commander at Fort Clearwater has gained you important knowledge. Faxon has a coven of witches as his allies, and their lair is somewhere nearby. Around Fort Clearwater, the broken remains of a military town lie useless after countless assaults from demons. The witches have taken up residence in the ruins, but you can roust them out.

After you sent word back to Kenabres, the Herald of Iomedae joined your quest. The discovery of the book is now his most critical task. Through his communication with the goddess, he has learned that the three women work in concert. The first is a conjurer who can bring demons to her side. The second is a resolute inquisitor who demands the worst from those conjured demons. The third is an oracle who divines where and when to strike at the crusaders’ weakest points. Defeating only one of these women will not be enough. You must capture them all so you can rein in their inf luence forever.

“We have also learned the name of the book Faxon seeks,” he says. “The Lexicon of Paradox is a powerful tome indeed. He seeks it, but we will claim it.”

With the Herald at your side, you cannot fail. Go forth and smite evil!

DURING THIS SCENARIO
After building the location decks, shuffle the villains Sophini, Hosilla, and Jeslyn facedown into a villain pile.
When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile.
If you do not defeat the villain, put it on the bottom of the villain pile and shuffle the henchman into your location deck.
If the villain is defeated and would escape, put it on the bottom of the villain pile instead and close your location.
If the villain is defeated and cannot escape, banish it.

To win the scenario, close all of the locations.

Cohort: Herald of Iomedae

Herald of Iomedae:
Cohort 1
Traits:
Outsider
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.


During This Adventure:

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

During This Scenario: When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile.
If you do not defeat the villain, put it on the bottom of the villain pile and shuffle the henchman into your location deck.
If the villain is defeated and would escape, put it on the bottom of the villain pile instead and close your location.
If the villain is defeated and cannot escape, banish it.

Additional Rules:

Villains:
Sophini
Spoiler:
WotR Villain B
Type: Monster
Traits: Human Conjurer Cultist
To Defeat: Combat 12 OR Arcane 9
Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sophini is undefeated. If undefeated, shuffle the top card of the blissings deck into your location deck.
"Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini

Hosilla
Spoiler:
WotR Villain 1
Type: Monster
Traits: Human Inquisitor
To Defeat: Combat 13
All damage dealt by Hosilla to characters that have the Human trait is increased by 1. Before you act, Hosilla deals 1d4 Combat damage to a random character at your location. After you act, Hosilla deals 1 Combat damage to you.
"These mongrels are less than human, and soon they will be less than alive!" ---Hosilla

Jeslyn
Spoiler:
WotR Villain 1
Type: Monster
Traits: Half-Elf Oracle Mutant
To Defeat: Combat 13
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3. After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
"Bring more of your soldiers! there will always be more demons!" ---Jeslyn

Henchmen:
Ceustodaemon
Spoiler:
WotR Henchman B
Type: Monster
Traits: Outsider Fiend
To Defeat: Combat 12
The Ceustodaemon is immune to the Acid, Mental, and Poison traits. If evaded, shuffle this monster into a random open location deck. Before you act, the Ceustodaemon deals 1 Fire damage to you. If defeated, you may immediately attempt to close the location this henchman came from.
These guardians are vigilant___ until they try to escape_

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

To win, close all locations.

Party Tracker

Scenario Level (#): 1

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 3

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

Location #2: Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here:

Location #3: Laboratory
At This Location: When you would banish an item for its power, bury it instead.
When Closing: Succeed at an Intelligence 7 or Craft 5 check.
When Permanently Closed: On closing, draw a random item from the box.
M: 2 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here:

Location #4: Dark Forest
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:

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

Location #6: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Location #7: Sanctum
Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M: 3 Ba: 1 W: 2 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:


Deck Handler

"Well, perhaps we'd better outfit ourselves for the battles ahead with these witches..."

Erasmus starts at The Armory.

Since the Cohort is immediately displayed and everyone can make use of it, it seems like it doesn't matter who takes it.

Erasmus wrote:

Hand: The Missing Eye, Force Missile (Core), Stalking Armor, Blue Star, Blessing of the Elements,

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

NOTES:
Available Support: Blessings always available unless otherwise noted (but due to lots of dmg at present, prefer you use them to recharge rather than discard).

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Quarterstaff of Vaulting (Core), Cloud Puff, Sign of the Pack, Mind Thrust, Blessing of the Green Faith 1, Harrow Deck, Planchette, Sign of the Lantern Bearer, Blessing of the Green Faith 2, Spirit Surge, Leshykineticist
Recharged:
Discard Pile:
Buried Pile:

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

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


deck handler

Starting location Laboratory.

Mother Myrtle wrote:

Hand: Researcher, Elixir of Healing, Fire Bolt, Magic Hide Armor, Blast Stone (Core), Snake (Core),

Displayed:
Deck: 10 Discard: 0 Buried: 0
"Current Location: Laboratory
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use. Leave me an Acid Flask.
Product reroll: Unused

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

Snake (Core): On a local combat check, recharge to add 1d4 and the 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): Dog (Core), Elixir of Energy Resistance, Immolate (Core), Acid Arrow (Core), Acid Flask (Core) 1, Sonic Blast, Blessing of the Elements 2, Porcupine (Core), Blessing of the Elements 1, Acid Flask (Core) 2
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

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


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

Starting at Laboratory

Merisiel wrote:

Hand: Sword Cane, Magnifying Glass, Quick-Change Mask, Mouse, Marianix Karn,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Guardpost 1
Hero Points: 0

NOTES:
Available Support: Mouse: Local Dexterity or Stealth: 1d4.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spy 1, Armor of Insults, Captain's Cutlass, Blessing of the Spy 2, Lockpick Shield, Smoke Bomb, Spyglass, Keen Rapier, Blessing of Asmodeus, Thieves' Tools, Blessing of Abadar
Recharged:
Discard Pile:
Buried Pile:

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

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


Deck Handler

Kess will start at the Watchtower.

Kess wrote:

Hand: Blessing of the Quartermaster, Athlete, Wolfhide Armor, Guide, Staff of Minor Healing,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessing or local healing available.
Movement: I'll come to the Armory next.
Other: Tshirt reroll: NOT USED

Deck, Discard, Buried:

Reloaded: Helm of the Valkyrie, Bronzed Leather, Iron Knuckles, Mattock, White War Paint, Retainer, Fencer, Blessing of Torag, Blessing of Lamashtu,
Middle of Deck (Unknown Order): Mattock, Blessing of Lamashtu, White War Paint, Retainer, Smith, Helm of the Valkyrie, Bronzed Leather, Scale of DIsguise, Blessing of Torag
Recharged:
Discard Pile:
Buried Pile:

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

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


Deck Handler

Crowe will start at the Watchtower.

Upgrade Falcata to Cat-o'-Nine-Tails and Hammer to Katana +1

Crowe wrote:

Hand: Longsword, Gallivance, Magic Weapon, Blessing of Kols, Blessing of the Samurai,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Watchtower
Hero Points: 0
2-1C Paizo Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blackjacket, Katana +1, Flame Staff, Strength, Spellcharger Jerkin, Blessing of Gorum, Earthbreaker, Blessing of Erastil, Cat-o'-Nine-Tails, Compass, Surgeon
Recharged:
Discard Pile:
Buried Pile:

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

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


During This Adventure:

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

During This Scenario: When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile.
If you do not defeat the villain, put it on the bottom of the villain pile and shuffle the henchman into your location deck.
If the villain is defeated and would escape, put it on the bottom of the villain pile instead and close your location.
If the villain is defeated and cannot escape, banish it.

Additional Rules:

Villains:
Sophini
Spoiler:
WotR Villain B
Type: Monster
Traits: Human Conjurer Cultist
To Defeat: Combat 12 OR Arcane 9
Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sophini is undefeated. If undefeated, shuffle the top card of the blissings deck into your location deck.
"Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini

Hosilla
Spoiler:
WotR Villain 1
Type: Monster
Traits: Human Inquisitor
To Defeat: Combat 13
All damage dealt by Hosilla to characters that have the Human trait is increased by 1. Before you act, Hosilla deals 1d4 Combat damage to a random character at your location. After you act, Hosilla deals 1 Combat damage to you.
"These mongrels are less than human, and soon they will be less than alive!" ---Hosilla

Jeslyn
Spoiler:
WotR Villain 1
Type: Monster
Traits: Half-Elf Oracle Mutant
To Defeat: Combat 13
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3. After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
"Bring more of your soldiers! there will always be more demons!" ---Jeslyn

Henchmen:
Ceustodaemon
Spoiler:
WotR Henchman B
Type: Monster
Traits: Outsider Fiend
To Defeat: Combat 12
The Ceustodaemon is immune to the Acid, Mental, and Poison traits. If evaded, shuffle this monster into a random open location deck. Before you act, the Ceustodaemon deals 1 Fire damage to you. If defeated, you may immediately attempt to close the location this henchman came from.
These guardians are vigilant___ until they try to escape_

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

To win, close all locations.

Party Tracker

Scenario Level (#): 1

Turn: 1, Erasmus/AbrahamZ.

Random Cards:

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

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

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

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

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

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

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

Weapons
Spoiler:
Scythe
WotR
Weapon B
Traits:
Scythe
Melee
Slashing
2-Handed
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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 Beast Skin
WotR
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.

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

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

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

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

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

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

Spoiler:
Mastiff
WotR
Ally C
Traits:
Animal
To Acquire:
Wisdom
Survival 5
OR Charisma
Diplomacy 7
You may not play this card during an encounter.
Display this card to draw 2 cards. At the end of the turn, discard this card.
Discard this card to explore your location.

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

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

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

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

Current Hour:

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

Hours Remaining: 29

Hourglass

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

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 3
Scenario Deck Card 1:

Hosilla
WotR
Villain 1
Type: Monster
Traits:
Human
Inquisitor
To Defeat:
Combat 13
All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
After you act, Hosilla deals 1 Combat damage to you.
"These mongrels are less than human, and soon they will be less than alive!" ---Hosilla
Scenario Deck Card 2:

Jeslyn
WotR
Villain 1
Type: Monster
Traits:
Half-Elf
Oracle
Mutant
To Defeat:
Combat 13
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
"Bring more of your soldiers! there will always be more demons!" ---Jeslyn
Scenario Deck Card 3:

Sophini
WotR
Villain B
Type: Monster
Traits:
Human
Conjurer
Cultist
To Defeat:
Combat 12
OR Arcane 9
Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sophini is undefeated.
If undefeated, shuffle the top card of the blissings deck into your location deck.
"Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini

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

Armory Card 1:
Longspear
WotR
Weapon B
Traits:
Spear
Melee
Piercing
2-Handed
Basic
To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
Armory Card 2:
Wooden Shield
WotR
Armor B
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armory Card 3:
Mongrel Archer
WotR
Ally 1
Traits:
Mongrel
Elite
To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.
Armory Card 4:
Heavy Pick
WotR
Weapon C
Traits:
Pick
Melee
Piercing
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.
Armory Card 5:
Helm
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
Armory Card 6:
Magic Padded Armor
WotR
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 4
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armory Card 7:
Stalking Armor
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armory Card 8:
Cultist of Baphomet
WotR
Henchman B
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Armory Card 9:
Demonbane Light Crossbow +1
WotR
Weapon 1
Traits:
Bow
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
Armory Card 10:
Force Shortbow +1
WotR
Weapon 1
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Location #2: Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here:
Citadel Card 1:
Hide Armor
WotR
Armor C
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Citadel Card 2:
Fortune-Teller
WotR
Ally 1
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Citadel Card 3:
Teamster
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Constitution
Fortitude 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard thi card to explore your location.
Citadel Card 4:
Padded Armor
WotR
Armor C
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Citadel Card 5:
Worm Demon
WotR
Monster C
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids_
Citadel Card 6:
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.
Citadel Card 7:
Cultist of Baphomet
WotR
Henchman B
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Citadel Card 8:
Cave Lizard
WotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 11
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.
This immense lizard moves with a slow but relentless gait_
Citadel Card 9:
Steel Shield
WotR
Armor B
Traits:
Shield
Offhand
Elite
To Acquire:
Constitution
Fortitude 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.
Citadel Card 10:
Heavy Pick
WotR
Weapon B
Traits:
Pick
Melee
Piercing
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.

Location #3: Laboratory
At This Location: When you would banish an item for its power, bury it instead.
When Closing: Succeed at an Intelligence 7 or Craft 5 check.
When Permanently Closed: On closing, draw a random item from the box.
M: 2 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Mother Myrtle, Merisiel
Laboratory Card 1:
Cultist of Baphomet
WotR
Henchman C
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Laboratory Card 2:
Mercenary
WotR
Monster C
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Laboratory Card 3:
Skitter
WotR
Spell B
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.
Laboratory Card 4:
Cure
WotR
Spell C
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Laboratory Card 5:
Demon Hunter's Handbook
WotR
Item B
Traits:
Book
Veteran
To Acquire:
Intelligence
Knowledge 9
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.
Laboratory Card 6:
Bat
WotR
Ally C
Traits:
Animal
Elite
To Acquire:
WisdomSurvival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your first Ranged or Survival check.
Laboratory Card 7:
Frog
WotR
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 6
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
Laboratory Card 8:
Blessing of Ascension
WotR
Blessing C
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Laboratory Card 9:
Caltrop Bead
WotR
Item B
Traits:
Object
Magic
Basic
To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Laboratory Card 10:
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_

Location #4: Dark Forest
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:
Dark Forest Card 1:
Scale Mail
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Dark Forest Card 2:
Cultist of Baphomet
WotR
Henchman B
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Dark Forest Card 3:
Zombie
WotR
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Dark Forest Card 4:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Dark Forest Card 5:
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.
Dark Forest Card 6:
Ring of Climbing
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Strength
Constitution 6
After you shuffle a location deck, reveal this card; examine the top card of that deck. You may not use this power more than once per check or step.
Dark Forest Card 7:
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.
Dark Forest Card 8:
Heavy Crossbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Dark Forest Card 9:
Cambion
WotR
Monster C
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_
Dark Forest Card 10:
Burst Bonds
WotR
Spell B
Traits:
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 5
Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait. If the character is exploring, she may explore again.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

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: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Kess, Crowe
Watchtower Card 1:
Dire Rat
WotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.
Watchtower Card 2:
Scale Mail
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Watchtower Card 3:
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.
Watchtower Card 4:
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.
Watchtower Card 5:
Leather Armor
WotR
Armor C
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Watchtower Card 6:
Recruit
WotR
Ally B
Traits:
Human
Soldier
Basic
To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Watchtower Card 7:
Heavy Crossbow
WotR
Weapon C
Traits:
Bow
Ranged
Piercing
2-Handed
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Watchtower Card 8:
Cold Iron Longsword
WotR
Weapon 1
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Watchtower Card 9:
Accursed Priest
WotR
Monster 1
Traits:
Undead
Cleric
Veteran
To Defeat:
Combat 11
OR Divine 8
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.
Watchtower Card 10:
Cultist of Baphomet
WotR
Henchman B
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:
Occult Library Card 1:
Ceustodaemon
WotR
Henchman B
Type: Monster
Traits:
Outsider
Fiend
To Defeat:
Combat 12
The Ceustodaemon is immune to the Acid, Mental, and Poison traits. If evaded, shuffle this monster into a random open location deck.
Before you act, the Ceustodaemon deals 1 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
These guardians are vigilant___ until they try to escape_
Occult Library Card 2:
Blood Periapt
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Constitution
Fortitude 4
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.
Occult Library Card 3:
Lance +1
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Occult Library Card 4:
Frog
WotR
Ally C
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 6
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
Occult Library Card 5:
Frigid Blast
WotR
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane 4
OR Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.
Occult Library Card 6:
Arboreal Blight
WotR
Barrier C
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Occult Library Card 7:
Mongrel Ranger
WotR
Monster C
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_
Occult Library Card 8:
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.
Occult Library Card 9:
Mongrel Wizard
WotR
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Occult Library Card 10:
Mist Horn
WotR
Item 1
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card next to a location. Reduce damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

Location #7: Sanctum
Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M: 3 Ba: 1 W: 2 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
Sanctum Card 1:
Scizore
WotR
Weapon C
Traits:
Scizore
Shield
Melee
Piercing
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
Sanctum Card 2:
Wrecker Demon
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Sanctum Card 3:
Giant Cockroach
WotR
Monster B
Traits:
Vermin
Basic
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.
Sanctum Card 4:
Corrupted Crusaders
WotR
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Sanctum Card 5:
Cure
WotR
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Sanctum Card 6:
Vampire Spawn
WotR
Monster B
Traits:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
Sanctum Card 7:
Leather Armor
WotR
Armor C
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Sanctum Card 8:
Enchanted Fang
WotR
Spell C
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Sanctum Card 9:
Bolas
WotR
Weapon B
Traits:
Chain
Ranged
Bludgeoning
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.
Sanctum Card 10:
Cultist of Baphomet
WotR
Henchman C
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Deck Handler

Draw Herald of Iomedae Cohort

It is the hour of Iomedae

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

Display Herald of Iomedae - power now in effect for everyone for the rest of the scenario.

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

Free exploration

Armory Card 1 is Longspear:

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

Str 5: 1d6 + 1d4 + 1 + 1 ⇒ (1) + (1) + 1 + 1 = 4 Banished

Discard Blessing of the Elements to explore

Armory Card 2 is Wooden Shield:

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

Fort 4: 1d6 + 1d4 + 1 + 1 ⇒ (3) + (3) + 1 + 1 = 8 Acquired

End turn

Reset Hand, revealing Blue Star to increase hand size to 6

Turn Summary:
* Armory cards 1-2 are gone.

Erasmus wrote:

Hand: The Missing Eye, Force Missile (Core), Spirit Surge, Wooden Shield, Blue Star, Sign of the Lantern Bearer,

Displayed: Spirit Relatives (Nissa),
Deck: 10 Discard: 1 Buried: 0
Current Location: Armory
Hero Points: 1
Tshirt Reroll: Available

NOTES:
Available Support: Blessings always available unless otherwise noted

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Harrow Deck, Mind Thrust, Blessing of the Green Faith 1, Leshykineticist, Planchette, Blessing of the Green Faith 2, Cloud Puff, Sign of the Pack, Quarterstaff of Vaulting (Core)
Recharged: Stalking Armor,
Discard Pile: Blessing of the Elements,
Buried Pile:

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

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


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

Hour of Abadar

Give card to Mother Myrtle: Magnifying Glass


Free explore and encounter Cultist of Baphomet
BYA 1 Combat Damage: Discard Marianix Karn
Reveal and reload Sword Cane. Recharge Mouse.

Combat Stealth 10+1: 1d12 + 3 + 2d4 + 1d4 ⇒ (9) + 3 + (1, 4) + (4) = 21
Closing Check. Recharge Quick-Change Mask to change to Stealth
Craft Stealth 5: 1d12 + 3 ⇒ (10) + 3 = 13 Closed!
Draw from random: Book of the Loremaster

Merisiel wrote:

Hand: Sword Cane, Captain's Cutlass, Keen Rapier, Book of the Loremaster, Smoke Bomb,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Current Location: Laboratory
Hero Points: 0

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spy 1, Spyglass, Thieves' Tools, Blessing of Asmodeus, Blessing of Abadar, Armor of Insults, Blessing of the Spy 2, Lockpick Shield
Recharged: Mouse, Quick-Change Mask,
Discard Pile: Marianix Karn,
Buried Pile:

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

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

Merisiel and Mother Myrtle split off from the others to investigate and abandoned Laboratory. Just as Merisiel approaches the doorway, a Cultist explodes out of the shop throw empty vials at Merisiel. Merisiel's pet mouse scurries underfoot of the marauding Cultist tripping them up. Merisiel pulls her sword from her cane sheath, takes advantage of the the Cultist's fumbling and plunges the blade deep into the minion. As evidenced by the empty vials that are now broken into pieces embedded in Merisiel and scattered on the ground, there wasn't much of value left in the lab. The cultist was carrying a worn book of lore. Seems they'll have little use for it now.
Merisiel gets her weapons ready. It seems its time to fight.

Gave Magnifying Glass to Mother Myrtle
Closed Laboratory
Drew Book of the Loremaster from Random


Deck Handler

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

Turn: Turn 3 - Blessing of Ascension

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

SOT: N/a

Move: Stay at Watchtower

Explore: Dire Rat

Dire Rat:
Dire Rat
WotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.

Reveal Gallivance to do Melee+1d6+1.

Combat 8: 1d12 + 2 + 1d6 + 1 ⇒ (1) + 2 + (6) + 1 = 10

Defeated! Discard Blessing of Kols to explore again.

Explore 2: Scale Mail

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

Fortitude 4: 1d6 + 2 ⇒ (4) + 2 = 6

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Watchtower
Acquired: Watchtower Card 2: Scale Mail
Banished: Watchtower Card 1: Dire Rat
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: Longsword, Gallivance, Magic Weapon, Scale Mail, Blessing of the Samurai,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Current Location: Watchtower
Hero Points: 1
2-1E Paizo Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Surgeon, Blessing of Erastil, Blessing of Gorum, Earthbreaker, Katana +1, Spellcharger Jerkin, Blackjacket, Compass, Cat-o'-Nine-Tails, Strength, Flame Staff
Recharged:
Discard Pile: Blessing of Kols,
Buried Pile:

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

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


During This Adventure:

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

During This Scenario: When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile.
If you do not defeat the villain, put it on the bottom of the villain pile and shuffle the henchman into your location deck.
If the villain is defeated and would escape, put it on the bottom of the villain pile instead and close your location.
If the villain is defeated and cannot escape, banish it.

Herald of Iomedae (displayed cohort): While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.

Additional Rules:

Villains:
Sophini
Spoiler:
WotR Villain B
Type: Monster
Traits: Human Conjurer Cultist
To Defeat: Combat 12 OR Arcane 9
Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sophini is undefeated. If undefeated, shuffle the top card of the blissings deck into your location deck.
"Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini

Hosilla
Spoiler:
WotR Villain 1
Type: Monster
Traits: Human Inquisitor
To Defeat: Combat 13
All damage dealt by Hosilla to characters that have the Human trait is increased by 1. Before you act, Hosilla deals 1d4 Combat damage to a random character at your location. After you act, Hosilla deals 1 Combat damage to you.
"These mongrels are less than human, and soon they will be less than alive!" ---Hosilla

Jeslyn
Spoiler:
WotR Villain 1
Type: Monster
Traits: Half-Elf Oracle Mutant
To Defeat: Combat 13
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3. After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
"Bring more of your soldiers! there will always be more demons!" ---Jeslyn

Henchmen:
Ceustodaemon
Spoiler:
WotR Henchman B
Type: Monster
Traits: Outsider Fiend
To Defeat: Combat 12
The Ceustodaemon is immune to the Acid, Mental, and Poison traits. If evaded, shuffle this monster into a random open location deck. Before you act, the Ceustodaemon deals 1 Fire damage to you. If defeated, you may immediately attempt to close the location this henchman came from.
These guardians are vigilant___ until they try to escape_

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

To win, close all locations.

Party Tracker

Scenario Level (#): 1

Turn: 4, Kess/dinketry

Random Cards:

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

Spoiler:
Dire Rat
WotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.

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

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Sanctuary
WotR
Spell B
Traits:
Magic
Divine
Mental
Basic
To Acquire:
Wisdom
Divine 6
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

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

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

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

Spoiler:
Stalking Armor
WotR
Armor C
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Spoiler:
Ghoul Hide
WotR
Armor 1
Traits:
Light Armor
Magic
Corrupted
Elite
To Acquire:
Constitution
Fortitude
Craft 7
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Archer's Bracers
WotR
Item B
Traits:
Accessory
Magic
Elite
To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check.

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

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

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

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

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

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

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

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

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

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

Hours Remaining: 26

Hourglass

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

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 3
Scenario Deck Card 1:

Hosilla
WotR
Villain 1
Type: Monster
Traits:
Human
Inquisitor
To Defeat:
Combat 13
All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
After you act, Hosilla deals 1 Combat damage to you.
"These mongrels are less than human, and soon they will be less than alive!" ---Hosilla
Scenario Deck Card 2:

Jeslyn
WotR
Villain 1
Type: Monster
Traits:
Half-Elf
Oracle
Mutant
To Defeat:
Combat 13
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
"Bring more of your soldiers! there will always be more demons!" ---Jeslyn
Scenario Deck Card 3:

Sophini
WotR
Villain B
Type: Monster
Traits:
Human
Conjurer
Cultist
To Defeat:
Combat 12
OR Arcane 9
Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sophini is undefeated.
If undefeated, shuffle the top card of the blissings deck into your location deck.
"Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini

Location #1: Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Erasmus

Armory Card 1:
Mongrel Archer
WotR
Ally 1
Traits:
Mongrel
Elite
To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.
Armory Card 2:
Heavy Pick
WotR
Weapon C
Traits:
Pick
Melee
Piercing
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.
Armory Card 3:
Helm
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
Armory Card 4:
Magic Padded Armor
WotR
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 4
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armory Card 5:
Stalking Armor
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armory Card 6:
Cultist of Baphomet
WotR
Henchman B
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Armory Card 7:
Demonbane Light Crossbow +1
WotR
Weapon 1
Traits:
Bow
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
Armory Card 8:
Force Shortbow +1
WotR
Weapon 1
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Location #2: Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here:
Citadel Card 1:
Hide Armor
WotR
Armor C
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Citadel Card 2:
Fortune-Teller
WotR
Ally 1
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Citadel Card 3:
Teamster
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Constitution
Fortitude 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard thi card to explore your location.
Citadel Card 4:
Padded Armor
WotR
Armor C
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Citadel Card 5:
Worm Demon
WotR
Monster C
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids_
Citadel Card 6:
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.
Citadel Card 7:
Cultist of Baphomet
WotR
Henchman B
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Citadel Card 8:
Cave Lizard
WotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 11
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.
This immense lizard moves with a slow but relentless gait_
Citadel Card 9:
Steel Shield
WotR
Armor B
Traits:
Shield
Offhand
Elite
To Acquire:
Constitution
Fortitude 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.
Citadel Card 10:
Heavy Pick
WotR
Weapon B
Traits:
Pick
Melee
Piercing
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.

Location #3: Laboratory
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mother Myrtle, Merisiel

Location #4: Dark Forest
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:

Dark Forest Card 1:
Scale Mail
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Dark Forest Card 2:
Cultist of Baphomet
WotR
Henchman B
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Dark Forest Card 3:
Zombie
WotR
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Dark Forest Card 4:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Dark Forest Card 5:
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.
Dark Forest Card 6:
Ring of Climbing
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Strength
Constitution 6
After you shuffle a location deck, reveal this card; examine the top card of that deck. You may not use this power more than once per check or step.
Dark Forest Card 7:
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.
Dark Forest Card 8:
Heavy Crossbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Dark Forest Card 9:
Cambion
WotR
Monster C
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_
Dark Forest Card 10:
Burst Bonds
WotR
Spell B
Traits:
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 5
Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait. If the character is exploring, she may explore again.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

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: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Kess, Crowe
Watchtower Card 1:
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.
Watchtower Card 2:
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.
Watchtower Card 3:
Leather Armor
WotR
Armor C
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Watchtower Card 4:
Recruit
WotR
Ally B
Traits:
Human
Soldier
Basic
To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Watchtower Card 5:
Heavy Crossbow
WotR
Weapon C
Traits:
Bow
Ranged
Piercing
2-Handed
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Watchtower Card 6:
Cold Iron Longsword
WotR
Weapon 1
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Watchtower Card 7:
Accursed Priest
WotR
Monster 1
Traits:
Undead
Cleric
Veteran
To Defeat:
Combat 11
OR Divine 8
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.
Watchtower Card 8:
Cultist of Baphomet
WotR
Henchman B
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:
Occult Library Card 1:
Ceustodaemon
WotR
Henchman B
Type: Monster
Traits:
Outsider
Fiend
To Defeat:
Combat 12
The Ceustodaemon is immune to the Acid, Mental, and Poison traits. If evaded, shuffle this monster into a random open location deck.
Before you act, the Ceustodaemon deals 1 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
These guardians are vigilant___ until they try to escape_
Occult Library Card 2:
Blood Periapt
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Constitution
Fortitude 4
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.
Occult Library Card 3:
Lance +1
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Occult Library Card 4:
Frog
WotR
Ally C
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 6
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
Occult Library Card 5:
Frigid Blast
WotR
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane 4
OR Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.
Occult Library Card 6:
Arboreal Blight
WotR
Barrier C
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Occult Library Card 7:
Mongrel Ranger
WotR
Monster C
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_
Occult Library Card 8:
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.
Occult Library Card 9:
Mongrel Wizard
WotR
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Occult Library Card 10:
Mist Horn
WotR
Item 1
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card next to a location. Reduce damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

Location #7: Sanctum
Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M: 3 Ba: 1 W: 2 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
Sanctum Card 1:
Scizore
WotR
Weapon C
Traits:
Scizore
Shield
Melee
Piercing
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
Sanctum Card 2:
Wrecker Demon
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Sanctum Card 3:
Giant Cockroach
WotR
Monster B
Traits:
Vermin
Basic
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.
Sanctum Card 4:
Corrupted Crusaders
WotR
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Sanctum Card 5:
Cure
WotR
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Sanctum Card 6:
Vampire Spawn
WotR
Monster B
Traits:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
Sanctum Card 7:
Leather Armor
WotR
Armor C
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Sanctum Card 8:
Enchanted Fang
WotR
Spell C
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Sanctum Card 9:
Bolas
WotR
Weapon B
Traits:
Chain
Ranged
Bludgeoning
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.
Sanctum Card 10:
Cultist of Baphomet
WotR
Henchman C
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Deck Handler

The hour is of Shax.

Kess regards the bloodrager quietly as he moves about the tower, acquiring war gear. Once he is finished, Kess smirks.

"Watch this!" she challenges.

Free explore and encounter Wolverine. I will choose to summon and defeat a random monster in order to acquire this. Random monster: Cambion.

Cambion:

WotR
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.

Kess opens a nearby cupboard, revealing a large furry rodent and a red-skinned devilkin. With a cry of surprise, Kess lashes out with her fists!

BYA check is an Auto-FAIL, and a moot one at that. Would Crowe recharge his Blessing of the Samurai or this, please?

Combat (12) Check: 2d10 + 3 + 1 + 1d12 ⇒ (9, 5) + 3 + 1 + (12) = 30 SUCCESS! Acquire Wolverine. Recharge Staff of Minor Healing to heal Crowe.

Crowe swings his maul into the devil's legs while Kess floors him with a roundhouse to the face. The brawler turns to Crowe. "Thanks." She then notices the quivering furr-ball latched on to her leg. "Hullo there, chook," she says, incorrect in her assessment.

Discard Athlete to explore again: Rallying Cry. [b]EVERYONE must draw a random ally and attempt to acquire it.

Random allies:

  • Kess - Blackwing Librarian
  • Mother Myrtle - Researcher
  • Erasmus - Recruit
  • Merisiel - Researcher
  • Crowe - Researcher

    Kess will recharge her Blessing of the Quartermaster for her check.

    Diplomacy (8) Check: 2d8 + 1 ⇒ (4, 4) + 1 = 9 SUCCESS! I'll pause my turn and await everyone's checks to see if the barrier is banished before continuing.


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

    Recharge Captain's Cutlass
    Charisma 6: 1d8 + 1d6 ⇒ (4) + (1) = 5
    We miss!


    Deck Handler

    Recruit:

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

    Cha 3: 1d8 ⇒ 4


    Deck Handler

    Crowe must summon Researcher

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

    Charisma 6: 1d8 ⇒ 6

    Acquired! But banished since not everyone passed


    deck handler

    Researcher:

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

    knowledge 7: 1d8 + 2 ⇒ (3) + 2 = 5


    Deck Handler

    The barrier is banished. Discard Guide to explore again: Leather Armor.

    A parade of librarians and scholars files through the guard post, talking amongst themselves and completely ignoring Crowe and Kess. The adventurers exchange non-plussed glances before Kess pulls a suit of leather from an armour rack.

    Fortitude (2) Check: 1d8 + 1 ⇒ (5) + 1 = 6 Auto-SUCCESS! Discard Wolverine to explore again: Recruit.

    Diplomacy (3) Check: 1d8 + 1 ⇒ (4) + 1 = 5 SUCCESS! Discard and explore once more: Heavy Crossbow. I will summon another random monster (Dire Rat) instead to attempt to acquire it.

    Combat (8) Check: 1d10 + 3 + 1 + 1d12 ⇒ (2) + 3 + 1 + (4) = 10 SUCCESS! Heal Wolverine. Acquire Heavy Crossbow.

    Kess pulls a crossbow off the wall. "Do you want this?" she asks Crowe.

    End turn. Reset hand.

    Kess wrote:

    Hand: Leather Armor, Heavy Crossbow, Wolfhide Armor, Blessing of Lamashtu, Iron Knuckles,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Blessing available. I'll hand off this weapon to someone at the start of my next turn.
    Movement: I'll come to the Armory next.
    Other: Tshirt reroll: NOT USED

    Deck, Discard, Buried:

    Reloaded: Helm of the Valkyrie, Bronzed Leather, Mattock, White War Paint, Scale of DIsguise, Retainer, Fencer, Blessing of the Quartermaster, Blessing of Torag,
    Middle of Deck (Unknown Order): Staff of Minor Healing, White War Paint, Helm of the Valkyrie, Scale of DIsguise, Smith, Retainer, Wolverine, Blessing of Torag, Mattock, Fencer
    Recharged:
    Discard Pile: Athlete, Guide, Recruit,
    Buried Pile:

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

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


    deck handler

    Blessing of Sarenrae in effect.

    Pass Magnifying Glass to Merisiel.

    Move to Dark Forest.

    Examine cards 1 Scale Mail and 2 Cultist of Baphomet. Encounter the Cultist.

    Dark Forest Card 2: Cultist of Baphomet:

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

    This is my first explore so display and recharge Magic Hide Armor to prevent the combat damage.

    combat 10 +1 casting Fire Bolt, recharging Snake (Core): 1d12 + 1d4 + 2d6 + 1d4 + 1 ⇒ (7) + (1) + (6, 1) + (1) + 1 = 17

    Erasmus discards Sign of the Lantern Bearer.

    survival 7 +1 to close blessed by the lantern bearer: 2d12 + 3 ⇒ (5, 8) + 3 = 16

    End turn. Recharge my hand due to location effect.

    Mother Myrtle ends their turn.

    Mother Myrtle attempts to recover all cards in their Recovery pile.
    Fire Bolt: Arcane 10: 1d12 + 1d4 + 1 ⇒ (8) + (1) + 1 = 10 -> Fire Bolt recharged.

    Mother Myrtle resets their hand.

    Mother Myrtle wrote:

    Hand: Sonic Blast, Blessing of the Elements 1, Blessing of the Elements 2, Porcupine (Core), Elixir of Energy Resistance, Acid Flask (Core) 2,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    "Current Location: Dark Forest
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings are available for use.
    Product reroll: Unused

    Acid Flask (Core): On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.

    Blessing of the Elements: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    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): Dog (Core), Acid Arrow (Core), Immolate (Core), Acid Flask (Core) 1
    Recharged: Magic Hide Armor, Snake (Core), Elixir of Healing, Blast Stone (Core), Researcher, Fire Bolt,
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

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

    Dark Forest is closed.

    Erasmus discards Sign of the Lantern Bearer.

    Passed Merisiel Magnifying Glass.


    Deck Handler

    Off turn: Discard Sign of the Lantern Bearer for MM

    It is the hour of Ascension

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

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

    Free exploration

    Armory Card 1 is Mongrel Archer:

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

    Random Weapon 1 is 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.

    Therefore, difficulty to acquire Mongrel Archer is 7

    Cha 7: 1d8 + 2 ⇒ (1) + 2 = 3 Banished

    End turn

    Reset Hand, revealing Blue Star to increase hand size to 6

    Erasmus wrote:

    Hand: The Missing Eye, Mind Thrust, Wooden Shield, Harrow Deck, Cloud Puff, Blue Star,

    Displayed: Spirit Relatives (Nissa),
    Deck: 9 Discard: 2 Buried: 0
    Current Location: Armory
    Hero Points: 1
    Tshirt Reroll: Available

    NOTES:
    Available Support: Blessings always available unless otherwise noted

    Harrow Deck: Recharge to examine the top 3 cards of any character's deck and return them in any order. Banish to examine the top 3 cards of any location and return them in any order.

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Leshykineticist, Sign of the Pack, Planchette, Blessing of the Green Faith 1, Blessing of the Green Faith 2, Quarterstaff of Vaulting (Core)
    Recharged: Stalking Armor, Spirit Surge, Force Missile (Core),
    Discard Pile: Blessing of the Elements, Sign of the Lantern Bearer,
    Buried Pile:

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

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


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

    Hour of Pulura

    Recharge Magnifying Glass to examine my deck:
    Lockpick Shield
    Blessing of Asmodeus
    Shuffle Deck


    Move to Citadel. Free Explore and encounter Hide Armor.

    Constitution 3: 1d6 ⇒ 2 Banished

    End of turn: Location, search for and add Mouse to hand.
    End of turn, recharge Sword Cane to move to Occult Library

    Merisiel wrote:

    Hand: Keen Rapier, Magnifying Glass, Book of the Loremaster, Smoke Bomb, Mouse,

    Displayed:
    Deck: 11 Discard: 1 Buried: 0
    Current Location: Laboratory
    Hero Points: 0

    NOTES:
    Available Support: Mouse: Local Dexterity or Stealth: 1d4.
    Book of the Loremaster: Add 1d6 to local Knowledge checks
    Other: Smoke Bomb: Banish for emergency Evade local.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spyglass, Lockpick Shield, Captain's Cutlass, Armor of Insults, Blessing of Abadar, Blessing of the Spy 2, Blessing of Asmodeus, Thieves' Tools, Quick-Change Mask, Blessing of the Spy 1
    Recharged: Sword Cane,
    Discard Pile: Marianix Karn,
    Buried Pile:

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

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


    Merisiel scouts out the Citadel not seeing much at the moment. Anticipating Mother Myrtles next inquiries, she heads to an old library to help.

    Citadel: 1 Banished


    Deck Handler

    Turn Order: Erasmus/Abraham Z., Merisiel/Nathan Davis, Crowe/MauveAvengr, Kess/dinketry, Mother Myrtle/Bigguyinblack
    Out of Turn Updates[/b]: Recharge Blessing of the Samurai for Kess then Kess heals Crowe one. Heal Blessing of Kols.

    Turn: Turn 8 - Blessing of Abraxas

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

    SOT: N/a

    Move: Stay at Watchtower

    Explore: Cold Iron Longsword

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

    Melee 7: 1d12 + 2 ⇒ (9) + 2 = 11

    End Turn: Reset hand.

    Recovery: N/a

    [u]Summary[/u]:
    Move: Watchtower
    Acquired: Watchtower Card 6: Cold Iron Longsword
    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

    Kess pulls a crossbow off the wall. She looks at Crowe and asks if he wants it. "Uhh... sure? I have no use for it though. Last time I used one, the string snapped. Maybe I used it wrong.". The bloodrager shrugs. "We could always sell it later for good coin."

    Crowe wrote:

    Hand: Gallivance, Cold Iron Longsword, Magic Weapon, Scale Mail, Blessing of the Samurai,

    Displayed:
    Deck: 12 Discard: 1 Buried: 0
    Current Location: Watchtower
    Hero Points: 1
    2-1E Paizo Reroll: not used
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blackjacket, Earthbreaker, Compass, Cat-o'-Nine-Tails, Blessing of Kols, Surgeon, Blessing of Erastil, Katana +1, Flame Staff, Blessing of Gorum, Spellcharger Jerkin, Strength
    Recharged:
    Discard Pile: Longsword,
    Buried Pile:

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

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


    During This Adventure:

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

    During This Scenario: When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile.
    If you do not defeat the villain, put it on the bottom of the villain pile and shuffle the henchman into your location deck.
    If the villain is defeated and would escape, put it on the bottom of the villain pile instead and close your location.
    If the villain is defeated and cannot escape, banish it.

    Herald of Iomedae (displayed cohort): While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.

    Additional Rules:

    Villains:
    Sophini
    Spoiler:
    WotR Villain B
    Type: Monster
    Traits: Human Conjurer Cultist
    To Defeat: Combat 12 OR Arcane 9
    Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sophini is undefeated. If undefeated, shuffle the top card of the blissings deck into your location deck.
    "Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini

    Hosilla
    Spoiler:
    WotR Villain 1
    Type: Monster
    Traits: Human Inquisitor
    To Defeat: Combat 13
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1. Before you act, Hosilla deals 1d4 Combat damage to a random character at your location. After you act, Hosilla deals 1 Combat damage to you.
    "These mongrels are less than human, and soon they will be less than alive!" ---Hosilla

    Jeslyn
    Spoiler:
    WotR Villain 1
    Type: Monster
    Traits: Half-Elf Oracle Mutant
    To Defeat: Combat 13
    Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3. After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
    "Bring more of your soldiers! there will always be more demons!" ---Jeslyn

    Henchmen:
    Ceustodaemon
    Spoiler:
    WotR Henchman B
    Type: Monster
    Traits: Outsider Fiend
    To Defeat: Combat 12
    The Ceustodaemon is immune to the Acid, Mental, and Poison traits. If evaded, shuffle this monster into a random open location deck. Before you act, the Ceustodaemon deals 1 Fire damage to you. If defeated, you may immediately attempt to close the location this henchman came from.
    These guardians are vigilant___ until they try to escape_

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

    To win, close all locations.

    Party Tracker

    Scenario Level (#): 1

    Turn: 9, Kess/dinketry

    Random Cards:

    Monsters
    Spoiler:
    Skeleton
    WotR
    Monster B
    Traits:
    Undead
    Skelton
    Basic
    To Defeat:
    Combat 8
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
    The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Aklys
    WotR
    Weapon C
    Traits:
    Club
    Ranged
    Bludgeoning
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4, or discard it to add another 2d4 and the Piercing trait. If not proficient with weapons, the difficulty of this check is increased by 4.

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

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

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

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

    Spoiler:
    Fiery Glare
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spoiler:
    Bloodscent
    WotR
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 6
    Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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

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

    Spoiler:
    Archer's Bracers
    WotR
    Item B
    Traits:
    Accessory
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 7
    Reveal this card to add 2 to your Ranged combat check.

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

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

    Spoiler:
    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:
    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:
    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.

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

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

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

    Spoiler:
    Blessing of 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.

    Current Hour:

    Blessing of Iomedae:
    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.

    Hours Remaining: 21

    Hourglass

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

    Scenario Deck
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 3
    Scenario Deck Card 1:

    Hosilla
    WotR
    Villain 1
    Type: Monster
    Traits:
    Human
    Inquisitor
    To Defeat:
    Combat 13
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
    Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
    After you act, Hosilla deals 1 Combat damage to you.
    "These mongrels are less than human, and soon they will be less than alive!" ---Hosilla
    Scenario Deck Card 2:

    Jeslyn
    WotR
    Villain 1
    Type: Monster
    Traits:
    Half-Elf
    Oracle
    Mutant
    To Defeat:
    Combat 13
    Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
    After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
    "Bring more of your soldiers! there will always be more demons!" ---Jeslyn
    Scenario Deck Card 3:

    Sophini
    WotR
    Villain B
    Type: Monster
    Traits:
    Human
    Conjurer
    Cultist
    To Defeat:
    Combat 12
    OR Arcane 9
    Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sophini is undefeated.
    If undefeated, shuffle the top card of the blissings deck into your location deck.
    "Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini

    Location #1: Armory
    At This Location: When you acquire a weapon, you may draw a card.
    When Closing: Summon and acquire a random weapon.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 3 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Erasmus

    Armory Card 1:
    Heavy Pick
    WotR
    Weapon C
    Traits:
    Pick
    Melee
    Piercing
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.
    Armory Card 2:
    Helm
    WotR
    Armor B
    Traits:
    Heavy Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    Armory Card 3:
    Magic Padded Armor
    WotR
    Armor B
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 4
    Discard this card to reduce Combat damage dealt to you before or after you act by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Armory Card 4:
    Stalking Armor
    WotR
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 2.
    Reveal this card to add 2 to your Stealth or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    Armory Card 5:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Armory Card 6:
    Demonbane Light Crossbow +1
    WotR
    Weapon 1
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
    If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
    Armory Card 7:
    Force Shortbow +1
    WotR
    Weapon 1
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
    If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

    Location #2: Citadel
    At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
    When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
    When Permanently Closed: On closing, end your turn.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here:
    Citadel Card 1:
    Fortune-Teller
    WotR
    Ally 1
    Traits:
    Human
    Oracle
    To Acquire:
    Charisma
    Diplomacy 11
    At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
    Discard this card to explore your location.
    Citadel Card 2:
    Teamster
    WotR
    Ally B
    Traits:
    Human
    Hireling
    Basic
    To Acquire:
    Constitution
    Fortitude 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
    Discard thi card to explore your location.
    Citadel Card 3:
    Padded Armor
    WotR
    Armor C
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 2
    Discard this card to reduce Combat damage dealt to you before or after you act by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    Citadel Card 4:
    Worm Demon
    WotR
    Monster C
    Traits:
    Outsider
    Undead
    Demon
    To Defeat:
    Combat 10
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.
    Worn demons inhabit and control the corpses of dead humanoids_
    Citadel Card 5:
    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.
    Citadel Card 6:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Citadel Card 7:
    Cave Lizard
    WotR
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 11
    If defeated during your exploration, you may explore your location.
    If undefeated, shufle the Cave Lizard into a random open location.
    This immense lizard moves with a slow but relentless gait_
    Citadel Card 8:
    Steel Shield
    WotR
    Armor B
    Traits:
    Shield
    Offhand
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.
    Citadel Card 9:
    Heavy Pick
    WotR
    Weapon B
    Traits:
    Pick
    Melee
    Piercing
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.

    Location #3: Laboratory
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #4: Dark Forest
    Closed
    At This Location: At the end of your turn, recharge your hand.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Mother Myrtle

    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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kess, Crowe

    Watchtower Card 1:
    Accursed Priest
    WotR
    Monster 1
    Traits:
    Undead
    Cleric
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8
    The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
    If defeated, recharge a random blessing from your discard pile.
    If undefeated, bury the bottom card of your deck.
    Watchtower Card 2:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Occult Library
    At This Location: When you play a card that has the Book trait, banish it.
    When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
    When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
    M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Merisiel
    Occult Library Card 1:
    Ceustodaemon
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Fiend
    To Defeat:
    Combat 12
    The Ceustodaemon is immune to the Acid, Mental, and Poison traits. If evaded, shuffle this monster into a random open location deck.
    Before you act, the Ceustodaemon deals 1 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    These guardians are vigilant___ until they try to escape_
    Occult Library Card 2:
    Blood Periapt
    WotR
    Item B
    Traits:
    Accessory
    Magic
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.
    Occult Library Card 3:
    Lance +1
    WotR
    Weapon 1
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
    Occult Library Card 4:
    Frog
    WotR
    Ally C
    Traits:
    Animal
    Basic
    To Acquire:
    Wisdom
    Survival 6
    Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
    Occult Library Card 5:
    Frigid Blast
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    OR Wisdom
    Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.
    Occult Library Card 6:
    Arboreal Blight
    WotR
    Barrier C
    Traits:
    Skirmish
    Demon
    To Defeat:
    None 0
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
    Occult Library Card 7:
    Mongrel Ranger
    WotR
    Monster C
    Traits:
    Mongrel
    Ranger
    Elite
    To Defeat:
    Combat 0
    The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
    Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
    This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_
    Occult Library Card 8:
    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.
    Occult Library Card 9:
    Mongrel Wizard
    WotR
    Monster B
    Traits:
    Mongrel
    Wizard
    Elite
    To Defeat:
    Combat 0
    The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
    Before you act, the Mongrel Wizard deals 1 Acid damage to you.
    After you act, the Mongrel Wizard deals 1 Poison damage to you.
    Occult Library Card 10:
    Mist Horn
    WotR
    Item 1
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 9
    Display this card next to a location. Reduce damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

    Location #7: Sanctum
    Abyssal
    At This Location: When you move, bury a card.
    When Closing: Banish a card that has the Corrupted trait.
    When Permanently Closed: On closing, you may bury a card to move.
    M: 3 Ba: 1 W: 2 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:
    Sanctum Card 1:
    Scizore
    WotR
    Weapon C
    Traits:
    Scizore
    Shield
    Melee
    Piercing
    Elite
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
    Sanctum Card 2:
    Wrecker Demon
    WotR
    Monster 1
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 14
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.
    These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
    Sanctum Card 3:
    Giant Cockroach
    WotR
    Monster B
    Traits:
    Vermin
    Basic
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.
    Sanctum Card 4:
    Corrupted Crusaders
    WotR
    Barrier B
    Traits:
    Cache
    Skirmish
    Basic
    To Defeat:
    None 0
    Before you act, draw a random ally from the box and display it next to the scenario.
    Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
    Sanctum Card 5:
    Cure
    WotR
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Sanctum Card 6:
    Vampire Spawn
    WotR
    Monster B
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 13
    The Vampire Spawn is immune to the Mental and Poison traits.
    If undefeated, bury a random card from your discard pile.
    When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
    Sanctum Card 7:
    Leather Armor
    WotR
    Armor C
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    Sanctum Card 8:
    Enchanted Fang
    WotR
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
    Sanctum Card 9:
    Bolas
    WotR
    Weapon B
    Traits:
    Chain
    Ranged
    Bludgeoning
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
    Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.
    Sanctum Card 10:
    Cultist of Baphomet
    WotR
    Henchman C
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Deck Handler

    The hour is of Iomedae.

    Kess shrugs at Crowe's assessment of the crossbow. "Twingy-twang no good in my hands," she mutters.

    Free explore and encounter Accursed Priest. Reveal Iron Knuckles.

    From across the hall, an unexamined cabinet opens and a restless-dead in priestly robes rushes at Kess as she's distracted by the crossbow!

    Combat (12) Check: 1d10 + 1 + 3 + 1d12 + 1d4 ⇒ (9) + 1 + 3 + (6) + (4) = 23 SUCCESS! Heal Guide. No blessing in discards for AYA effect. Discard Blessing of Lamashtu to explore last card - Cultist of Baphomet. Not first exploration of the turn. Reveal Iron Knuckles.

    Kess swings the heavy wooden crossbow at the undead acolyte, crushing its skull with the frame. Undaunted, the undead continues at the brawler, but a few well-placed kicks lands the thing on the ground. From a hidden passage inside the cabinet, a further priest - this one alive - wearing a bull's head mask steps forward, longsword in hand.

    Could Crowe recharge their Blessing of the Samurai just to be sure here?

    Combat (11) Check: 2d10 + 3 + 1 + 1d12 + 1d4 ⇒ (3, 5) + 3 + 1 + (6) + (2) = 20 SUCCESS! Heal Blessing of Lamashtu. Banish Heavy Crossbow to close and draw a new weapon - Longsword.

    Kess growls and sweeps the legs out from underneath the priest, landing him on the ground in a tangle, his sword clanging to the ground beside him. Kess presses her advantage, beating down with her fist and the heavy crossbow in a way that the heavy crossbow wasn't meant to be used. With a few cracking noises, the crossbow shatters into pieces, though when Kess looks back at the bloody mess of the former priest of Baphomet on the ground, she wonders if some of the cracks hadn't come from the priest's skull. She picks up the longsword and gives it a look.

    "You want this instead?" She offers it to Crowe.

    End turn. Reset hand.

    Kess wrote:

    Hand: Leather Armor, Longsword, Wolfhide Armor, Blessing of Lamashtu, Iron Knuckles,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Blessing available. I'll hand off this weapon to someone at the start of my next turn.
    Movement: I'll come to the Armory next.
    Other: Tshirt reroll: NOT USED

    Deck, Discard, Buried:

    Reloaded: Helm of the Valkyrie, Bronzed Leather, Mattock, White War Paint, Scale of DIsguise, Retainer, Guide, Smith, Blessing of the Quartermaster,
    Middle of Deck (Unknown Order): Fencer, Wolverine, Bronzed Leather, Retainer, Guide, White War Paint, Scale of DIsguise, Helm of the Valkyrie, Mattock, Blessing of Torag
    Recharged:
    Discard Pile: Recruit, Athlete,
    Buried Pile:

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

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


    deck handler

    Blessing of Ascension in effect.

    Move to Occult Library.

    Occult Library Card 1: Ceustodaemon:

    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Fiend
    To Defeat:
    Combat 12
    The Ceustodaemon is immune to the Acid, Mental, and Poison traits. If evaded, shuffle this monster into a random open location deck.
    Before you act, the Ceustodaemon deals 1 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    These guardians are vigilant___ until they try to escape_

    Display Elixir of Energy Resistance to prevent the 1 BYA fire damage.

    combat 12 casting Sonic Blast: 1d12 + 1d4 + 2d6 + 1 ⇒ (5) + (2) + (4, 4) + 1 = 16

    knowledge 6 discarding Blessing of the Elements 2 to bless: 2d8 + 2 ⇒ (3, 2) + 2 = 7

    On close draw an arcane spell. Random spell #1 Create Pit.

    Mother Myrtle ends their turn.

    Mother Myrtle attempts to recover all cards in their Recovery pile.
    Sonic Blast: Arcane 10: 1d12 + 1d4 + 1 ⇒ (6) + (1) + 1 = 8 -> Sonic Blast discarded.

    Mother Myrtle resets their hand.

    Mother Myrtle wrote:

    Hand: Create Pit, Acid Flask (Core) 2, Porcupine (Core), Blessing of the Elements 1, Acid Flask (Core) 1, Dog (Core),

    Displayed: Elixir of Energy Resistance,
    Deck: 8 Discard: 2 Buried: 0
    "Current Location: Occult Library
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings are available for use. Leave me an Acid Flask.
    Product reroll: Unused

    Acid Flask (Core): On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.

    Blessing of the Elements: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    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): Acid Arrow (Core), Immolate (Core)
    Recharged: Magic Hide Armor, Snake (Core), Elixir of Healing, Blast Stone (Core), Researcher, Fire Bolt,
    Discard Pile: Blessing of the Elements 2, Sonic Blast,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

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

    Occult Library is closed.

    Drew random spell #1 Create Pit.


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

    Even though the check was made without my Book of the Loremaster. There's no way I would've let that closing go without contributing it. Discard, then banish Book of the Loremaster
    Adding to Knowledge check: 1d6 ⇒ 5


    Deck Handler

    It is the hour of Torag

    Erasmus Power: At the start of any turn, you may choose a card type and recharge every card of that type; add the number of cards recharged to your checks until the end of the turn. Recharge Cloud Puff, Blue Star, Harrow Deck
    This turn, +3 to all checks due to Erasmus Power

    Free exploration

    Armory Card 1 is Heavy Pick:

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

    Str 6: 1d6 + 1d4 + 1 + 3 ⇒ (3) + (1) + 1 + 3 = 8

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

    Recharge Leshykineticist and Discard Heavy Pick to explore

    Armory Card 2 is Helm:

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

    Fort 3: 1d6 + 1d4 + 1 + 3 ⇒ (2) + (4) + 1 + 3 = 10

    End turn

    Reset Hand

    Turn Summary:
    * Armory 1 & 2 are gone

    Erasmus wrote:

    Hand: The Missing Eye, Quarterstaff of Vaulting (Core), Mind Thrust, Wooden Shield, Helm,

    Displayed: Spirit Relatives (Nissa),
    Deck: 11 Discard: 3 Buried: 0
    Current Location: Armory
    Hero Points: 1
    Tshirt Reroll: Available

    NOTES:
    Available Support: Blessings always available unless otherwise noted

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Green Faith 2, Sign of the Pack, Blessing of the Green Faith 1, Planchette
    Recharged: Stalking Armor, Spirit Surge, Force Missile (Core), Cloud Puff, Blue Star, Harrow Deck, Leshykineticist,
    Discard Pile: Blessing of the Elements, Sign of the Lantern Bearer, Heavy Pick,
    Buried Pile:

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

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


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

    Hour of Baphomet

    Give Card to Mother Myrtle: Smoke Bomb


    Recharge Magnifying Glass to examine top 2 cards of my deck:
    Spyglass
    Lockpick Shield
    Shuffle deck


    Move to Citadel. Free explore and encounter Fortune-Teller.
    Discard Mother Myrtle's Blessing of the Elements

    Charisma 11: 1d8 + 1d8 ⇒ (3) + (4) = 7 Banished. Sorry. I had to go for it!

    Discard Mouse to explore and encounter Teamster

    Charisma 6: 1d8 ⇒ 1 Banished

    Merisiel wrote:

    Hand: Keen Rapier, Magnifying Glass, Blessing of the Spy 2, Blessing of Asmodeus,

    Displayed: Armor of Insults,
    Deck: 8 Discard: 2 Buried: 0
    Current Location: Citadel
    Hero Points: 0

    NOTES:
    Available Support: Blessing Available and can avenge

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sword Cane, Blessing of Abadar, Captain's Cutlass, Thieves' Tools, Spyglass, Blessing of the Spy 1, Quick-Change Mask, Lockpick Shield
    Recharged:
    Discard Pile: Marianix Karn, Mouse,
    Buried Pile:

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

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


    Armor of Insults displayed

    Back to the Citadel! And it appears Merisiel's attempts at small talk and light sarcasm are not appreciated by those surviving in this desolate place.

    Discarded Mother Myrtle's Blessing of the Elements
    Citadel: Banished 1-2


    Deck Handler

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

    Turn: Turn 13 - Blessing of Ascension

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

    SOT: N/a

    Move: Move to Citadel

    Explore: Padded Armor

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

    Fortitude 2: 1d6 + 2 ⇒ (4) + 2 = 6

    Auto-acquire!

    End Turn: Reset hand. Discard Padded Armor

    Recovery: N/a

    [u]Summary[/u]:
    Move: Watchtower -> Citadel
    Acquired: Citadel Card 3: Padded Armor
    Banished: N/a
    Examined: N/a
    Random Card(s) Used: N/a
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): N/a

    Crowe wrote:

    Hand: Gallivance, Cold Iron Longsword, Magic Weapon, Scale Mail, Spellcharger Jerkin,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Current Location: Watchtower
    Hero Points: 1
    2-1E Paizo Reroll: not used
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Flame Staff, Blessing of Gorum, Blessing of Kols, Cat-o'-Nine-Tails, Blackjacket, Surgeon, Katana +1, Blessing of Erastil, Earthbreaker, Compass, Strength
    Recharged: Blessing of the Samurai,
    Discard Pile: Longsword, Padded Armor,
    Buried Pile:

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

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


    Deck Handler

    The hour is of Ascension. Move to the Armory.

    "They say that this coven of witches is somewhere about, eh, Erasmus?" Kess suggests to Erasmus, half-making small talk. "Unlikely they would be stocking up on armour and all this, eh?" She laughs.

    Free explore and encounter Magic Padded Armor.

    "Oh! I've got me some of this!" Kess chirps with pleasant familiarity. "It's nice, this..."

    Fortitude (4) Check: 1d8 + 1 ⇒ (8) + 1 = 9 SUCCESS! Discard Blessing of Lamashtu to explore again: Stalking Armor.

    Fortitude (4) Check: 1d8 + 1 ⇒ (8) + 1 = 9 SUCCESS!

    "Oooh! This one is nice, too!" Kess purrs. She looks at Erasmus with a guilty grin. "They won't mind none, would they? I mean, we are going to use it and all..."

    End turn. Recharge Magic Padded Armor. Reset hand.

    Kess wrote:

    Hand: Leather Armor, Longsword, Wolfhide Armor, Stalking Armor, Iron Knuckles,

    Displayed:
    Deck: 14 Discard: 3 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Nothing much apart from combat support.
    Movement: Where I'm needed.
    Other: Tshirt reroll: NOT USED

    Deck, Discard, Buried:

    Reloaded: Helm of the Valkyrie, Bronzed Leather, Mattock, White War Paint, Scale of DIsguise, Retainer, Guide, Smith, Blessing of the Quartermaster,
    Middle of Deck (Unknown Order): White War Paint, Scale of DIsguise, Helm of the Valkyrie, Staff of Minor Healing, Bronzed Leather, Mattock, Retainer, Wolverine, Blessing of the Quartermaster, Blessing of Torag
    Recharged: Magic Padded Armor,
    Discard Pile: Recruit, Athlete, Blessing of Lamashtu,
    Buried Pile:

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

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


    deck handler

    Blessing of Baphomet in effect.

    Move to Sanctum.

    Sanctum Card 1: Scizore:

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

    Banished. Discard Porcupine (Core) to explore.

    Sanctum Card 2: Wrecker Demon:

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

    Recharge Porcupine instead.

    combat 14 using Acid Flask (Core) 2: 1d12 + 2d6 + 3 ⇒ (2) + (2, 6) + 3 = 13
    product reroll on the d12: 1d12 ⇒ 5

    16 succeeds. Discard Dog (Core) to explore.

    Sanctum Card 3: Giant Cockroach:

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

    No one else here for BYA. Bury Create Pit to recharge Giant Cockroach. End turn.

    Mother Myrtle ends their turn.

    Mother Myrtle attempts to recover all cards in their Recovery pile.
    Acid Flask (Core) 2: Craft 6: 1d12 + 3 ⇒ (3) + 3 = 6 -> Acid Flask (Core) 2 recharged.

    Mother Myrtle resets their hand.

    Mother Myrtle wrote:

    Hand: Acid Flask (Core) 1, Smoke Bomb, Acid Arrow (Core), Immolate (Core), Magic Hide Armor, Snake (Core),

    Displayed: Elixir of Energy Resistance,
    Deck: 6 Discard: 4 Buried: 1
    "Current Location: Sanctum
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings are available for use.
    Product reroll: used

    Acid Flask (Core): On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.

    Acid Arrow (Core): On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.

    Snake (Core): On a local combat check, recharge to add 1d4 and the Poison trait.

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

    Smoke Bomb: When a local character encounters a monster, banish to let them evade it. On a local combat check, banish to add the character's Stealth.

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Elixir of Healing, Blast Stone (Core), Researcher, Fire Bolt, Porcupine (Core), Acid Flask (Core) 2,
    Discard Pile: Blessing of the Elements 2, Sonic Blast, Blessing of the Elements 1, Dog (Core),
    Buried Pile: Create Pit,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

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

    Sanctum cards 1 and 2 banished. Card 3 moved to the bottom of the location.


    Deck Handler

    Crowe must guard the Citadel. Reveal Gallivance to do Melee+1d6+1

    Combat 9+1+1=11: 1d12 + 2 + 1d6 + 1 ⇒ (2) + 2 + (1) + 1 = 6

    Fail. Merisiel can attempt to guard.


    Deck Handler

    It is the hour of Ascension

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

    Free exploration
    Armory Card 5 is Cultist of Baphomet (Henchman)
    Scenario Power: When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile.

    Armory Card 5 is Scenario Deck Card 1 is Hosilla:

    WotR
    Villain 1
    Type: Monster
    Traits:
    Human
    Inquisitor
    To Defeat:
    Combat 13
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
    Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
    After you act, Hosilla deals 1 Combat damage to you.
    "These mongrels are less than human, and soon they will be less than alive!" ---Hosilla

    Only open after resolving your guard checks at distant locations:

    BA which random character at Armory? 1 Erasmus, 2 Kess: 1d2 ⇒ 2
    Combat dmg to Kess: 1d4 ⇒ 4 Kess has the Human trait, so this dmg is +1
    Kess takes 5 Combat dmg. Sorry!
    Recharge Missing Eye (adds Cold trait)
    Combat 13: 1d6 + 1d4 + 1 + 1d8 + 1 + 1d6 + 1 + 2 ⇒ (2) + (2) + 1 + (7) + 1 + (1) + 1 + 2 = 17 Villain is defeated

    AYA, Hosilla deals 1 Combat damage to you. Erasmus has the Human trait so this is +1.
    Discard Quarterstaff of Vaulting and Mindthrust for 2 Combat dmg.

    Scenario Power: If the villain is defeated and would escape, put it on the bottom of the villain pile instead and close your location.
    If the villain is defeated and cannot escape, banish it.

    If any locations were not guarded: but Hosilla at the bottom of the villain pile and close the Armory (Armory close has no effect).

    If all locations were guarded (I think this is only Citadel and Sanctum) then banish Hosilla. BR, in this case what happens to the Armory? Does it close or stay open?

    BR, also, regardless of whether or not the Villain goes back into the villain pile or is banished, what happens to the Henchman card?

    Kess, if you still have your Longsword after all of this (I'm guessing you will have discarded it for the BYA dmg, but maybe that was all absorbed by armor?) and you don't need it, Erasmus would be very happy to have it - he's empty handed, with his only weapons either in Discards or far down in his deck.

    End turn

    Reset Hand, drawing 5

    Erasmus wrote:

    Hand: Stalking Armor, Planchette, Blessing of the Green Faith 1, Sign of the Pack, Blessing of the Green Faith 2,

    Displayed: Spirit Relatives (Nissa),
    Deck: 9 Discard: 5 Buried: 0
    Current Location: Armory
    Hero Points: 1
    Tshirt Reroll: Available

    NOTES:
    Available Support: Blessings always available unless otherwise noted

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Spirit Surge, Force Missile (Core), Cloud Puff, Blue Star, Harrow Deck, Leshykineticist, Wooden Shield, Helm, The Missing Eye,
    Discard Pile: Blessing of the Elements, Sign of the Lantern Bearer, Heavy Pick, Quarterstaff of Vaulting (Core), Mind Thrust,
    Buried Pile:

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

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


    Kess must take 5 Combat damage from Hosilla's before acting on Erasmus's turn.

    During This Adventure:

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

    During This Scenario: When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile.
    If you do not defeat the villain, put it on the bottom of the villain pile and shuffle the henchman into your location deck.
    If the villain is defeated and would escape, put it on the bottom of the villain pile instead and close your location.
    If the villain is defeated and cannot escape, banish it.

    Herald of Iomedae (displayed cohort): While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.

    Additional Rules:

    Villains:
    Sophini
    Spoiler:
    WotR Villain B
    Type: Monster
    Traits: Human Conjurer Cultist
    To Defeat: Combat 12 OR Arcane 9
    Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sophini is undefeated. If undefeated, shuffle the top card of the blissings deck into your location deck.
    "Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini

    Hosilla
    Spoiler:
    WotR Villain 1
    Type: Monster
    Traits: Human Inquisitor
    To Defeat: Combat 13
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1. Before you act, Hosilla deals 1d4 Combat damage to a random character at your location. After you act, Hosilla deals 1 Combat damage to you.
    "These mongrels are less than human, and soon they will be less than alive!" ---Hosilla

    Jeslyn
    Spoiler:
    WotR Villain 1
    Type: Monster
    Traits: Half-Elf Oracle Mutant
    To Defeat: Combat 13
    Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3. After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
    "Bring more of your soldiers! there will always be more demons!" ---Jeslyn

    Henchmen:
    Ceustodaemon
    Spoiler:
    WotR Henchman B
    Type: Monster
    Traits: Outsider Fiend
    To Defeat: Combat 12
    The Ceustodaemon is immune to the Acid, Mental, and Poison traits. If evaded, shuffle this monster into a random open location deck. Before you act, the Ceustodaemon deals 1 Fire damage to you. If defeated, you may immediately attempt to close the location this henchman came from.
    These guardians are vigilant___ until they try to escape_

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

    To win, close all locations.

    Party Tracker

    Scenario Level (#): 1

    Turn: 17, Merisiel/NathanDavis

    Random Cards:

    Monsters
    Spoiler:
    Rat Swarm
    WotR
    Monster B
    Traits:
    Animal
    Swarm
    Elite
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
    They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

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

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

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

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

    Spoiler:
    Temptation of Lucre
    WotR
    Barrier C
    Traits:
    Temptation
    To Defeat:
    None 0
    Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    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.

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

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

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

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

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

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

    Spoiler:
    Caravan Guard
    WotR
    Ally B
    Traits:
    Human
    Hireling
    Elite
    To Acquire:
    Bury an armor
    OR Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your Melee or Ranged Combat check.
    Banish this card to reduce Combat damage dealt to you by 3.
    Discard this card to explore your location.

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

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

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

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

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

    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 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.

    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: 13

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

    Scenario Deck
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 3
    Scenario Deck Card 1:

    Jeslyn
    WotR
    Villain 1
    Type: Monster
    Traits:
    Half-Elf
    Oracle
    Mutant
    To Defeat:
    Combat 13
    Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
    After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
    "Bring more of your soldiers! there will always be more demons!" ---Jeslyn
    Scenario Deck Card 2:

    Sophini
    WotR
    Villain B
    Type: Monster
    Traits:
    Human
    Conjurer
    Cultist
    To Defeat:
    Combat 12
    OR Arcane 9
    Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sophini is undefeated.
    If undefeated, shuffle the top card of the blissings deck into your location deck.
    "Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini
    Scenario Deck Card 3 (Hosilla):

    Hosilla
    WotR
    Villain 1
    Type: Monster
    Traits:
    Human
    Inquisitor
    To Defeat:
    Combat 13
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
    Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
    After you act, Hosilla deals 1 Combat damage to you.
    "These mongrels are less than human, and soon they will be less than alive!" ---Hosilla

    Location #1: Armory
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Erasmus, Kess

    Location #2: Citadel
    At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
    When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
    When Permanently Closed: On closing, end your turn.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Merisiel, Crowe

    Citadel Card 1:
    Worm Demon
    WotR
    Monster C
    Traits:
    Outsider
    Undead
    Demon
    To Defeat:
    Combat 10
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.
    Worn demons inhabit and control the corpses of dead humanoids_
    Citadel Card 2:
    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.
    Citadel Card 3:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Citadel Card 4:
    Cave Lizard
    WotR
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 11
    If defeated during your exploration, you may explore your location.
    If undefeated, shufle the Cave Lizard into a random open location.
    This immense lizard moves with a slow but relentless gait_
    Citadel Card 5:
    Steel Shield
    WotR
    Armor B
    Traits:
    Shield
    Offhand
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.
    Citadel Card 6:
    Heavy Pick
    WotR
    Weapon B
    Traits:
    Pick
    Melee
    Piercing
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.

    Location #3: Laboratory
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #4: Dark Forest
    Closed
    At This Location: At the end of your turn, recharge your hand.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

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

    Location #6: Occult Library
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #7: Sanctum
    Abyssal
    At This Location: When you move, bury a card.
    When Closing: Banish a card that has the Corrupted trait.
    When Permanently Closed: On closing, you may bury a card to move.
    M: 2 Ba: 1 W: 1 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Mother Myrtle

    Sanctum Card 1:
    Corrupted Crusaders
    WotR
    Barrier B
    Traits:
    Cache
    Skirmish
    Basic
    To Defeat:
    None 0
    Before you act, draw a random ally from the box and display it next to the scenario.
    Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
    Sanctum Card 2:
    Cure
    WotR
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Sanctum Card 3:
    Vampire Spawn
    WotR
    Monster B
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 13
    The Vampire Spawn is immune to the Mental and Poison traits.
    If undefeated, bury a random card from your discard pile.
    When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
    Sanctum Card 4:
    Leather Armor
    WotR
    Armor C
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    Sanctum Card 5:
    Enchanted Fang
    WotR
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
    Sanctum Card 6:
    Bolas
    WotR
    Weapon B
    Traits:
    Chain
    Ranged
    Bludgeoning
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
    Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.
    Sanctum Card 7:
    Cultist of Baphomet
    WotR
    Henchman C
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sanctum Card 8 (Giant Cockroach):
    Giant Cockroach
    WotR
    Monster B
    Traits:
    Vermin
    Basic
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.


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

    Hour of Ascension

    Recharge Magnifying Glass to examine the top two cards of my deck:
    Sword Cane
    Blessing of the Spy 1
    Leaving them there.


    Move to Sanctum. Free Explore and encounter Corrupted Crusaders
    Draw Vulture from Random and Display.
    Encounter Corrupted Soldier
    Reveal Keen Rapier. Mother Myrtle banishes Smoke Bomb to recovery.

    Combat Acrobatics 9+2: 1d12 + 3 + 1d6 + 1 + 1d12 + 3 ⇒ (9) + 3 + (2) + 1 + (3) + 3 = 21 Defeated
    Pausing for Mother Myrtle to encounter a Corrupted Soldier


    deck handler

    combat 9 +2 vs corrupted soldier casting Immolate: 1d12 + 1d4 + 2d4 + 1 ⇒ (10) + (1) + (4, 3) + 1 = 19

    Mother Myrtle attempts to recover all cards in their Recovery pile.
    Smoke Bomb: Craft 9: 1d12 + 3 ⇒ (8) + 3 = 11 -> Smoke Bomb recharged .
    Immolate (Core): Arcane 7: 1d12 + 1d4 + 1 ⇒ (1) + (4) + 1 = 6 -> Immolate (Core) discarded.


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

    Banish Corrupted Crusaders. Draw Vulture into hand

    Discard Blessing of the Spy to explore and encounter Cure
    Blessed by the Blessing of the Spy

    Wisdom 6: 1d4 + 1d4 ⇒ (4) + (1) = 5 Banished

    Discard Vulture to explore and encounter Vampire Spawn
    Reveal and Reload Keen Rapier

    Combat Acrobatics 13: 1d12 + 3 + 1d6 + 1 + 1d4 ⇒ (10) + 3 + (4) + 1 + (3) = 21 4=6, so 23, Banished!

    Merisiel wrote:

    Hand: Keen Rapier, Sword Cane, Captain's Cutlass, Blessing of the Spy 1, Blessing of Asmodeus,

    Displayed: Armor of Insults,
    Deck: 6 Discard: 4 Buried: 0
    Current Location: Sanctum
    Hero Points: 0

    NOTES:
    Available Support: Blessing Available and can avenge
    Other: Captain's Cutlass: Recharge to reduce 2 local combat damage

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lockpick Shield, Thieves' Tools, Spyglass, Blessing of Abadar, Quick-Change Mask
    Recharged: Magnifying Glass,
    Discard Pile: Marianix Karn, Mouse, Blessing of the Spy 2, Vulture,
    Buried Pile:

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

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


    Merisiel and Mother Myrtle ambush a couple of corrupted soldiers guarding the Sanctum. Seeing the death dealing power of the two, a Vulture begins to follow, pecking at the remains of the charred and stabbed guards.

    Merisiel investigates a small divination locking something in place, she clumsily breaks it and a previously trapped Vampire Spawn lurches out. Merisiel dodges aside and draws her Keen Rapier. She quickly locates and stabs the unfortunate creature in the heart, ending its torment forever.

    Acquired Vulture from Random
    Sanctum: Banished 1-3


    Deck Handler

    Off-turn: bury Leather Armor for the 5 Combat damage on Erasmus' turn.


    Deck Handler

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

    Turn: Turn 18 - Blessing of Ascension

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

    SOT: N/a

    Move: Stay at Citadel

    Explore: Worm Demon

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

    Reveal Gallivance to do Melee+1d6+1

    Combat 10: 1d12 + 2 + 1d6 + 1 ⇒ (7) + 2 + (6) + 1 = 16

    Defeated!

    End Turn: Reset hand. N/a

    Recovery: N/a

    [u]Summary[/u]:
    Move: Citadel
    Acquired: N/a
    Banished: Citadel Card 1: Worm Demon
    Examined: N/a
    Random Card(s) Used: N/a
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): N/a

    Crowe wrote:

    Hand: Gallivance, Cold Iron Longsword, Magic Weapon, Surgeon, Spellcharger Jerkin,

    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    Current Location: Citadel
    Hero Points: 1
    2-1E Paizo Reroll: not used
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Flame Staff, Blessing of Gorum, Blessing of Kols, Compass, Cat-o'-Nine-Tails, Strength, Katana +1, Blackjacket, Blessing of Erastil, Earthbreaker
    Recharged: Blessing of the Samurai,
    Discard Pile: Longsword, Padded Armor, Scale Mail,
    Buried Pile:

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

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


    During This Adventure:

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

    During This Scenario: When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile.
    If you do not defeat the villain, put it on the bottom of the villain pile and shuffle the henchman into your location deck.
    If the villain is defeated and would escape, put it on the bottom of the villain pile instead and close your location.
    If the villain is defeated and cannot escape, banish it.

    Herald of Iomedae (displayed cohort): While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.

    Additional Rules:

    Villains:
    Sophini
    Spoiler:
    WotR Villain B
    Type: Monster
    Traits: Human Conjurer Cultist
    To Defeat: Combat 12 OR Arcane 9
    Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sophini is undefeated. If undefeated, shuffle the top card of the blissings deck into your location deck.
    "Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini

    Hosilla
    Spoiler:
    WotR Villain 1
    Type: Monster
    Traits: Human Inquisitor
    To Defeat: Combat 13
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1. Before you act, Hosilla deals 1d4 Combat damage to a random character at your location. After you act, Hosilla deals 1 Combat damage to you.
    "These mongrels are less than human, and soon they will be less than alive!" ---Hosilla

    Jeslyn
    Spoiler:
    WotR Villain 1
    Type: Monster
    Traits: Half-Elf Oracle Mutant
    To Defeat: Combat 13
    Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3. After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
    "Bring more of your soldiers! there will always be more demons!" ---Jeslyn

    Henchmen:
    Ceustodaemon
    Spoiler:
    WotR Henchman B
    Type: Monster
    Traits: Outsider Fiend
    To Defeat: Combat 12
    The Ceustodaemon is immune to the Acid, Mental, and Poison traits. If evaded, shuffle this monster into a random open location deck. Before you act, the Ceustodaemon deals 1 Fire damage to you. If defeated, you may immediately attempt to close the location this henchman came from.
    These guardians are vigilant___ until they try to escape_

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

    To win, close all locations.

    Party Tracker

    Scenario Level (#): 1

    Turn: 19, Kess/dinketry

    Random Cards:

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

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

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

    Spoiler:
    Mongrel Ranger
    WotR
    Monster B
    Traits:
    Mongrel
    Ranger
    Elite
    To Defeat:
    Combat 0
    The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
    Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
    This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_

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

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

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

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

    Spoiler:
    Sickle
    WotR
    Weapon B
    Traits:
    Knife
    Melee
    Slashing
    Finesse
    Basic
    To Acquire:
    Strength
    Melee 5
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Stalking Armor
    WotR
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 2.
    Reveal this card to add 2 to your Stealth or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

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

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

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

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

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

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 11

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 MotherMyrtle/Bigguyinblack
    Blessing of Ascension
    WotR
    Blessing C
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 2 Erasmus/AbrahamZ.:
    Spoiler:
    Hourglass Card 2 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 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 Kess/dinketry:
    Spoiler:
    Hourglass Card 5 Kess/dinketry
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 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 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 8 Merisiel/NathanDavis:
    Spoiler:
    Hourglass Card 8 Merisiel/NathanDavis
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 9 Crowe/MauveAvenger:
    Spoiler:
    Hourglass Card 9 Crowe/MauveAvenger
    Blessing of 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 Kess/dinketry:
    Spoiler:
    Hourglass Card 10 Kess/dinketry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 11 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 MotherMyrtle/Bigguyinblack
    Blessing of 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.

    Scenario Deck
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 3
    Scenario Deck Card 1:

    Jeslyn
    WotR
    Villain 1
    Type: Monster
    Traits:
    Half-Elf
    Oracle
    Mutant
    To Defeat:
    Combat 13
    Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
    After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
    "Bring more of your soldiers! there will always be more demons!" ---Jeslyn
    Scenario Deck Card 2:

    Sophini
    WotR
    Villain B
    Type: Monster
    Traits:
    Human
    Conjurer
    Cultist
    To Defeat:
    Combat 12
    OR Arcane 9
    Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sophini is undefeated.
    If undefeated, shuffle the top card of the blissings deck into your location deck.
    "Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini
    Scenario Deck Card 3 (Hosilla):

    Hosilla
    WotR
    Villain 1
    Type: Monster
    Traits:
    Human
    Inquisitor
    To Defeat:
    Combat 13
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
    Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
    After you act, Hosilla deals 1 Combat damage to you.
    "These mongrels are less than human, and soon they will be less than alive!" ---Hosilla

    Location #1: Armory
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Erasmus, Kess

    Location #2: Citadel
    At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
    When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
    When Permanently Closed: On closing, end your turn.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Crowe

    Citadel Card 1:
    Raconteur
    WotR
    Ally B
    Traits:
    Gnome
    Bard
    To Acquire:
    Charisma
    Diplomacy 5
    Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Citadel Card 2:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Citadel Card 3:
    Cave Lizard
    WotR
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 11
    If defeated during your exploration, you may explore your location.
    If undefeated, shufle the Cave Lizard into a random open location.
    This immense lizard moves with a slow but relentless gait_
    Citadel Card 4:
    Steel Shield
    WotR
    Armor B
    Traits:
    Shield
    Offhand
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.
    Citadel Card 5:
    Heavy Pick
    WotR
    Weapon B
    Traits:
    Pick
    Melee
    Piercing
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.

    Location #3: Laboratory
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #4: Dark Forest
    Closed
    At This Location: At the end of your turn, recharge your hand.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

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

    Location #6: Occult Library
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #7: Sanctum
    Abyssal
    At This Location: When you move, bury a card.
    When Closing: Banish a card that has the Corrupted trait.
    When Permanently Closed: On closing, you may bury a card to move.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Mother Myrtle, Merisiel

    Sanctum Card 1:
    Leather Armor
    WotR
    Armor C
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    Sanctum Card 2:
    Enchanted Fang
    WotR
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
    Sanctum Card 3:
    Bolas
    WotR
    Weapon B
    Traits:
    Chain
    Ranged
    Bludgeoning
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
    Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.
    Sanctum Card 4:
    Cultist of Baphomet
    WotR
    Henchman C
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sanctum Card 5 (Giant Cockroach):
    Giant Cockroach
    WotR
    Monster B
    Traits:
    Vermin
    Basic
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.


    Deck Handler

    The hour is of Abraxas. Hand off Longsword to Erasmus. Move to the Citadel.

    "Here you go, mate," Kess says to the Ustalavadore (??). "Use it in good health - namely, yours." The brawler then hurries to catch up with Crowe.

    Free explore and encounter Raconteur.

    Diplomacy (5) Check: 1d8 + 1 ⇒ (4) + 1 = 5 SUCCESS! Discard to explore again: Cultist of Baphomet Jeslyn!

    Jeslyn:

    WotR
    Villain 1
    Type: Monster
    Traits:
    Half-Elf
    Oracle
    Mutant
    To Defeat:
    Combat 13
    Before you act, a character at your location summons and encounters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
    After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
    "Bring more of your soldiers! there will always be more demons!" ---Jeslyn

    Who does the BYA encounter? (I'm #2): 1d2 ⇒ 1 Pausing to allow Crowe to encounter the Demonling. I don't think anyone can guard at the Sanctum (or they care to do so).

    Continue Kess' turn:
    I will use Iron Knuckles and ask Erasmus to recharge a Blessing of the Green Faith for me.
    Combat (13/16) Check: 2d10 + 3 + 1 + 1d12 + 1d4 ⇒ (9, 2) + 3 + 1 + (6) + (2) = 23 SUCCESS! Bury Scale of Disguise for AYA condition. Heal Blessing of Lamashtu for defeating a monster. Close location and end turn; recharge Wolfhide Armor and reset hand.

    Kess wrote:

    Hand: Magic Padded Armor, Retainer, Staff of Minor Healing, Stalking Armor, Iron Knuckles,

    Displayed:
    Deck: 12 Discard: 3 Buried: 2
    Hero Points: 1
    NOTES:
    Available Support: Local healing available. Always happy to take a combat turn.
    Movement: Only one place left to go!
    Other: Tshirt reroll: NOT USED

    [spoiler=Deck, Discard, Buried]

    Reloaded: Helm of the Valkyrie, Bronzed Leather, Mattock, White War Paint, Guide, Smith, Blessing of the Quartermaster, Blessing of Lamashtu, Wolverine,
    Middle of Deck (Unknown Order): Bronzed Leather, Blessing of the Quartermaster, Fencer, Guide, White War Paint, Blessing of Torag, Helm of the Valkyrie, Mattock, Wolverine
    Recharged: Wolfhide Armor,
    Discard Pile: Recruit, Athlete, Raconteur,
    Buried Pile: Leather Armor, Scale of Disguise,

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

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


    Deck Handler

    Must fight a Demonling

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

    Wisdom 7: 1d6 ⇒ 5

    Increase check by 3. For combat, reveal Cold Iron Longsword to do Melee+1d8+1d4.

    Combat 8+3=11: 1d12 + 2 + 1d8 + 1d4 ⇒ (5) + 2 + (3) + (2) = 12

    Defeated. Now bury top card of deck - Strength


    Deck Handler

    End Kess' turn. Citadel is closed.


    Deck Handler

    On Kess' turn: receive Longsword (thanks!) & recharge BoGreenFaith 2


    deck handler

    Blessing of Ascension in effect.

    Sanctum Card 1: Leather Armor:

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

    Min fortitude roll is 2 so auto acquire. Discard Snake (Core) to explore.

    Sanctum Card 2: Enchanted Fang:

    WotR
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

    Banished. Display Magic Hide Armor. End turn.

    Mother Myrtle wrote:

    Hand: Acid Flask (Core) 1, Leather Armor, Acid Arrow (Core), Elixir of Healing, Blast Stone (Core), Researcher,

    Displayed: Elixir of Energy Resistance, Magic Hide Armor,
    Deck: 4 Discard: 6 Buried: 1
    "Current Location: Sanctum
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings are available for use.
    Product reroll: used

    Acid Flask (Core): On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.

    Acid Arrow (Core): On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.

    Blast Stone (Core): On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
    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): 0
    Recharged: Fire Bolt, Porcupine (Core), Acid Flask (Core) 2, Smoke Bomb,
    Discard Pile: Blessing of the Elements 2, Sonic Blast, Blessing of the Elements 1, Dog (Core), Immolate (Core), Snake (Core),
    Buried Pile: Create Pit,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

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

    Sanctum card 1 acquired. Card 2 banished.


    Deck Handler

    It is the hour of Deskari

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

    Move to: Sanctum
    Location Power: When you move, bury a card.

    Free exploration

    Sanctum Card 3 is Bolas:

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

    Dex 5: 1d8 + 1 ⇒ (4) + 1 = 5

    Discard Sign of the Pack to explore

    Sanctum Card 4 is Cultist of Baphomet Sophini:

    WotR
    Villain B
    Type: Monster
    Traits:
    Human
    Conjurer
    Cultist
    To Defeat:
    Combat 12
    OR Arcane 9
    Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sophini is undefeated.
    If undefeated, shuffle the top card of the blissings deck into your location deck.
    "Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini

    BYA random monster 1 is 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.

    Reveal Longsword
    Discard BoGreenFaith 1 to bless
    Ask Mother Myrtle to send Blast Stone to Recovery
    Combat 13: 2d6 + 1d4 + 1 + 1d8 + 1 + 2d4 ⇒ (3, 2) + (2) + 1 + (1) + 1 + (2, 1) = 13

    Everyone at Sanctum (Mother Myrtle, Merisiel, Erasmus) takes 1 Acid dmg
    Discard Bolas for 1 Acid dmg

    Discard Longsword
    Ask Merisiel to Discard Blessing of Asmodeus to bless
    Ask Mother Myrtle to send Acid Flask to Recovery
    Combat 12: 2d6 + 1d4 + 1 + 1d8 + 1d6 + 1 + 2d4 ⇒ (5, 5) + (4) + 1 + (3) + (4) + 1 + (1, 1) = 25
    Villain is defeated and has no place to escape - she is banished
    Location is closed
    We win!

    1 to 50 of 1,318 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [ACG] Season of the Righteous - EmpTyger All Messageboards

    Want to post a reply? Sign in.