[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


201 to 250 of 1,318 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

The coven has been broken! The three evil women are in the Herald’s command. The Herald of Iomedae is not one to leave a stone unturned.

After hours of strikingly quiet interrogation, the Herald emerges with news. “The Lexicon of Paradox has been discovered in Raliscrad, a ruined city northeast of here. We will marshal our army and take this book back to Queen Galfrey.”

One of your companions mutters something under his breath. “This feels like a trap,” he says.

“It is,” the Herald replies, “so they won’t see our trap coming!”

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

Sacred Prism:
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 this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

ADVENTURE REWARD
Each character gains a skill feat. (Max skill feats increases by 1.)

HERO POINT
Each character earns 1 Hero Point.

ACQUIRED CARDS

  • Wolverine (Ally 1)
  • Vulture (Ally B)
  • Recruit (Ally B)
  • Raconteur (Ally B)

  • Stalking Armor (Armor B)
  • Wooden Shield (Armor B)
  • Helm (Armor B)
  • Leather Armor (Armor C)
  • Padded Armor (Armor C)
  • Scale Mail (Armor B)
  • Magic Padded Armor (Armor B)
  • Leather Armor (Armor C)

  • Create Pit (Spell B)

  • Cold Iron Longsword (Weapon 1)
  • Heavy Pick (Weapon C)
  • Bolas (Weapon B)
  • Longsword (Weapon B)


Adventure 2: War for the Worldwound

Cower, demons! With the information gained in your recent adventure, the Worldwound will be cleansed of its hordes before a fortnight passes!

The good news began when Queen Galfrey came to Kenabres, a shining monument of the land of Mendev. With her came a champion most puissant, the Herald of Iomedae. The Herald spoke of rallying the Fourth Crusade into an army so vast that even the Abyss itself would quake with terror at its righteousness. Surely the goddess knew that victory over the invaders was within our grasp!

The Queen sought a powerful tome called the Lexicon of Paradox. Somewhere in the Worldwound, the Lexicon awaits discovery. The Queen and the Herald believe it can be used to seal the Worldwound forever. What a day that shall be!

You began your service as heroes of the Herald by breaking the information network of Abyssal thralls. The pitborn Faxon betrayed his conspirators by revealing their plot to transform the young and infirm into demons—a plot you quickly demolished. To the Herald’s dismay, a mob of giant bats rescued Faxon from his imprisonment on high, whisking him away to the embattled Fort Clearwater on the edge of the Worldwound.

You geared up for a march along the poisoned West Sellen River, enduring the night in the overgrown city of Storasta. To your great chagrin, a demonic tree lord named Carrock ruled the city, and you were tasked to fell him. With your axe-masters by your side, you rid the land of this menace and mounted up for Fort Clearwater.

The fort was in the hands of the troubled alchemist Ylyda Svyn. Her soldiers ragged from constant skirmishes against the demons, Ylyda became obsessed with ending their incursions—going too far in her experiments. You restored order at the fort, marshalling Ylyda to your cause. She gave you some key intelligence: a trio of demonic hags was in league with Faxon, and if you could disrupt their plans, you could learn the whereabouts of the Lexicon.

The Herald joined you for the foray into the Worldwound, and with his leadership, you defeated the sinister coven. The witches divulged that the Lexicon was at the city of Raliscrad, further into the Worldwound.

Now you can see the light. A new day has dawned over the ancient lands of Sarkoris. The Herald is sending out the call to everyone good and true, for the Worldwound will soon be reclaimed!

DURING THIS ADVENTURE
After you begin Adventure 2, choose a mythic path card. For the rest of the Adventure Path, when you play a scenario in Adventure 2 or higher, the card you chose is your mythic path card.

Mythic Archmage:
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

Mythic Champion:
Add your number of mythic charges to your Strength or Dexterity check. Then you may expend 1 or more charges. If you do, ignore effects that increase the difficulty of the check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to ignore the powers on a non-villain monster you encounter; if the monster is a henchman from a location deck and is defeated, you may attempt to close the location.

Mythic Guardian:
Add your number of mythic charges to your Strength or Constitution check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and you may reroll and dice that rolled a 1; take the new result.
When a character is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing requirement and automatically closes the location.

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

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

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

Each character treats the troop Knights of Kenabres as if the rules text applies only to that character, and as if its checked medals are those listed on that character’s Chronicle sheet.

The servitor demon is the henchman Blood Demon.

Blood Demon:
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.


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

For the next scenario, I'll start at Mother Myrtle's location

Merisiel wrote:

Hand: Smoke Bomb, Quick-Change Mask, Thieves' Tools, Marianix Karn, Blessing of Asmodeus,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
Mythic Charges: 2
NOTES:
Available Support: Blessing Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abadar, Mouse, Magnifying Glass, Lockpick Shield, Snakebite Dagger, Armor of Insults, Keen Rapier, Captain's Cutlass, Spyglass, Blessing of the Spy 1, Blessing of the Spy 2
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 +2 mythic charges
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2 +2 mythic charges
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.

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


Scenario A: The Frogs

The Herald has sent you to gather an army! It is a pleasure to do his holy bidding, secure in the knowledge that the fight against the demons will soon be at a close.

Traveling from town to town, you plead with the survivors of demonic raids to stand up and take back their lands. “Suffer not in silence,” the Herald commands, “for only you can be your own salvation!” Armed with his words, you have gained a surprising number of converts to the cause. By tomorrow, you should be able to present the Herald with a host he can command.

But first, there is a more pressing matter: the ragtag citizens of Gundrun. Until the last crusade, Gundrun was just another abandoned ruin. As the Third Crusade began, descendants of the native clans returned to their homeland and attempted to reclaim Gundrun. While their efforts resulted in a disastrous failure, it paved the way for further attempts. Today, Gundrun is an improbable phenomenon: a free town of Sarkorians who have returned home, but have so far managed to exist in the shadow of the Worldwound. Here you will find the last remnants of a revered Sarkorian tradition: the summoning practice known as godcalling.

Gundrun’s dedication to the past has not served it well. Demonic invaders have whittled down the populace. The survivors will not venture beyond the Walk of Lost Gods until you have repelled the latest incursion. You must now root out the mongrel-demon hybrid known as Gangrel Fiendsplicer and his horde of froglike mutants. Locals know his minions as the Bloodwater Betrayals. Their leader, Gangrel, has unearthed a process to splice demons into his vivisected subjects, creating fiendish mongrels. Break their hold, and the warriors of Gundrun will ride out with you tomorrow.

DURING THIS SCENARIO
When you fail to acquire an ally, discard the top card of the blessings deck.
After closing 1 location, summon and build the location Mongrel Village and shuffle the villain Gangrel Fiendsplicer into its location deck. (This has been prebuilt for convenience.)
To win the scenario, defeat and corner Gangrel Fiendsplicer.

Cohort: Queen Galfrey:
Cohort 2
Traits:
Human
Aristocrat
Paladin
Mendevian

Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.


During This Adventure:

Servitor Demon:
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.

During This Scenario: When you fail to acquire an ally, discard the top card of the blessings deck.
After closing 1 location, summon and build the location Mongrel Village and shuffle the villain Gangrel Fiendsplicer into its location deck.

Additional Rules:

Villain:
Gangrel Fiendsplicer
Spoiler:
Villain 2
Type: Monster
Traits: Demon Mongrel Wizard
To Defeat: Combat See below THEN Combat See below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box. Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced. If undefeated, each character must bury a card from her discard pile.

Henchmen:
Wenduag
Spoiler:
Henchman 1
Type: Monster
Traits: Mongrel Ranger
To Defeat: Combat 0
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box. Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location. If defeated, you may immediately attempt to close the location this henchman came from.

Mongrel Traitor
Spoiler:
Henchman 1
Type: Monster
Traits: Mongrel Soldier
To Defeat: Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box. In undefeated, bury 1 random card from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.

To win, defeat and corner Gangrel Fiendsplicer.

Party Tracker

Scenario Level (#): 2

Location #1: Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here:

Location #2: Defender's Heart
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M: 4 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here:

Location #3: 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 #4: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here:

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

Location #6: Gray Garrison
At This Location: When you move, draw a random monster from the box and hsuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monsters that have the Cultist trait by characters at any location is decreased by 2.
M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:

Location #7: Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 1 Al: 3 Bl: 1 ?: 1
Located/Displayed Here: This location is not built until 1 location is closed.


Deck Handler

Erasmus starts at the same location as Crowe (Seems like it makes sense for the Marshals to stick together so they can trade off mythic charges? Also: reminder for Crowe and Kess in particular, as long as you are local to Erasmus you have +1d4 on all Str, Str/Melee, and Fort/Con checks)

Erasmus will pass on the Cohort unless no one else wants it - he doesn't have the hand size for it.

Erasmus wrote:

Hand: The Missing Eye, Spirit Surge, Sacred Prism, Leshykineticist, Blessing of the Green Faith 1,

Displayed: Spirit Relatives (Nissa),
Deck: 11 Discard: 0 Buried: 0
Current Location: with Crowe
Hero Points: 2
Tshirt Reroll: Available
Mythic Charges: 2
NOTES:
Available Support: Blessings always available unless otherwise noted

Sacred Prism: Bury to heal local character 1d4; Bury to auto-defeat Outsider/Undead whose highest difficulty is 12 or lower

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sign of the Pack, Blessing of the Green Faith 2, Harrow Deck, Force Missile (Core), Blue Star, Sign of the Lantern Bearer, Mind Thrust, Cloud Puff, Quarterstaff of Vaulting (Core), Blessing of the Elements, Stalking Armor
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).

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


Deck Handler

Crowe will start at the Cavern.

Crowe wrote:

Hand: Cat-o'-Nine-Tails, Earthbreaker, Strength, Surgeon, Blessing of Gorum,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Cavern
Hero Points: 2
2-2A Hero Point not used
Mythic Charges: 2
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): Katana +1, Blackjacket, Compass, Spellcharger Jerkin, Longsword, Blessing of the Samurai, Gallivance, Blessing of Erastil, Flame Staff, Magic Weapon, Blessing of Kols
Recharged:
Discard Pile:
Buried Pile:

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

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.

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


Deck Handler

Kess will start at the Gray Garrison. She would be honoured to have Queen Galfrey ride with her.

Kess wrote:

Hand: Mattock, Scale of Disguise, Blessing of the Quartermaster, Staff of Minor Healing, Fencer,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Cavern
Hero Points: 2
Mythic Charges: 2
NOTES:
Available Support: Blessing and local healing are available for use. Fencer can let me take a local combat check.
Other: Always available to take local combats.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Lamashtu, White War Paint, Helm of the Valkyrie, Wolfhide Armor, Blessing of Torag, Queen Galfrey, Smith, Iron Knuckles, Guide, Athlete, Retainer, Bronzed Leather
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 +2 mythic charges
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☑ +1 ☐ +2 ☐ +3 +2 mythic charges
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:

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).

Guardian
Add your number of mythic charges to your Strength or Constitution check. Add your number of mythic charges to your Strength or Constitution check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and you may reroll and dice that rolled a 1; take the new result.

When a character is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing requirement and automatically closes the location.


deck handler

Starting location Citadel.

Mother Myrtle wrote:

Hand: Magic Hide Armor, Acid Flask (Core) 2, Sonic Blast, Elixir of Energy Resistance, Blessing of the Elements 2, Immolate (Core),

Displayed:
Deck: 10 Discard: 0 Buried: 0
"Current Location: Citadel
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused
Hierophant mythic charges 2/2:

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

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.

Immolate (Core): On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire 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): Elixir of Healing, Blessing of the Elements 1, Blast Stone (Core), Acid Flask (Core) 1, Droogami (Core), Dog (Core), Researcher, Porcupine (Core), Acid Arrow (Core), Fire Bolt
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Knowledge Intelligence +2"
(Arcane: Wisdom +1d4)
"Craft Wisdom +2"
"Survival Wisdom +2"

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


During This Adventure:

Servitor Demon:
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.

During This Scenario: When you fail to acquire an ally, discard the top card of the blessings deck.
After closing 1 location, summon and build the location Mongrel Village and shuffle the villain Gangrel Fiendsplicer into its location deck.

Additional Rules:

Villain:
Gangrel Fiendsplicer
Spoiler:
Villain 2
Type: Monster
Traits: Demon Mongrel Wizard
To Defeat: Combat See below THEN Combat See below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box. Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced. If undefeated, each character must bury a card from her discard pile.

Henchmen:
Wenduag
Spoiler:
Henchman 1
Type: Monster
Traits: Mongrel Ranger
To Defeat: Combat 0
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box. Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location. If defeated, you may immediately attempt to close the location this henchman came from.

Mongrel Traitor
Spoiler:
Henchman 1
Type: Monster
Traits: Mongrel Soldier
To Defeat: Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box. In undefeated, bury 1 random card from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.

To win, defeat and corner Gangrel Fiendsplicer.

Party Tracker

Scenario Level (#): 2

Turn: 1, Merisiel/NathanDavis

Random Cards:

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

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

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

Spoiler:
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:
Blood of Eustoyriax
WotR
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

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

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

Spoiler:
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.

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

Spoiler:
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:
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:
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.

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.

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

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

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

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

Spoiler:
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.

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

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

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

Spoiler:
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.

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

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

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

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

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

Allies
Spoiler:
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:
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.

Spoiler:
Minotaur Mercenary
WotR
Ally 2
Traits:
Minotaur
Hireling
Elite
To Acquire:
Banish a
weapon 0
On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.

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

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

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

Current Hour:

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

Hours Remaining: 29

Hourglass

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

Location #1: Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here:

Cell Card 1:
Knight's Pennon
WotR
Item 2
Traits:
Object
To Acquire:
Charisma
Diplomacy 9
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
Cell Card 2:
Wolf
WotR
Ally 2
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
Cell Card 3:
Bilious Bottle
WotR
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Cell Card 4:
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.
Cell Card 5:
Druid of the Storm
WotR
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.
Cell Card 6:
Unholy Aspergillum +3
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Cell Card 7:
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.
Cell Card 8:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Cell Card 9:
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.
Cell Card 10:
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_

Location #2: Defender's Heart
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M: 4 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here:
Defender's Heart Card 1:
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.
Defender's Heart Card 2:
Leather Armor
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Defender's Heart Card 3:
Mandragora
WotR
Monster 1
Traits:
Plant
To Defeat:
Combat 11
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses_
Defender's Heart Card 4:
Scribe
WotR
Ally 2
Traits:
Human
Hireling
To Acquire:
Intelligence
Knowledge
Charisma
Diplomacy 9
Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Defender's Heart Card 5:
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.
Defender's Heart Card 6:
Blasphemous Priest
WotR
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Defender's Heart Card 7:
Apprentice
WotR
Ally B
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Defender's Heart Card 8:
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.
Defender's Heart Card 9:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Defender's Heart Card 10:
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.

Location #3: 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: Mother Myrtle, Merisiel
Citadel Card 1:
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 2:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Citadel Card 3:
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.
Citadel Card 4:
Scythe
WotR
Weapon C
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.
Citadel Card 5:
Wolf
WotR
Ally 2
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
Citadel Card 6:
Elven Chain Shirt
WotR
Armor 1
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Citadel Card 7:
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 8:
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 9:
Wenduag
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Ranger
To Defeat:
Combat 0
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box.
Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Citadel Card 10:
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.

Location #4: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here:
Torture Chamber 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_
Torture Chamber Card 2:
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.
Torture Chamber Card 3:
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.
Torture Chamber Card 4:
Temptation of Lucre
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Torture Chamber Card 5:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Torture Chamber Card 6:
Spectre
WotR
Monster 2
Traits:
Undead
Incorporeal
Elite
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask_
Torture Chamber Card 7:
Spiked Pit Trap
WotR
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Torture Chamber Card 8:
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.
Torture Chamber Card 9:
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.
Torture Chamber Card 10:
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.

Location #5: Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Crowe, Erasmus
Cavern Card 1:
Ghoul
WotR
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Cavern Card 2:
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.
Cavern Card 3:
Commander's Field Plate
WotR
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma 8
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Cavern Card 4:
Mercenary
WotR
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Cavern Card 5:
Silver Raven Figurine
WotR
Item B
Traits:
Object
Magic
Elite
To Acquire:
Intelligence
Arcane
Craft 7
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.
Cavern Card 6:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Cavern Card 7:
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.
Cavern Card 8:
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.
Cavern Card 9:
Salamander
WotR
Monster 2
Traits:
Outsider
To Defeat:
Combat 15
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_
Cavern Card 10:
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.

Location #6: Gray Garrison
At This Location: When you move, draw a random monster from the box and hsuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monsters that have the Cultist trait by characters at any location is decreased by 2.
M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Kess
Gray Garrison Card 1:
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_
Gray Garrison Card 2:
Worm Demon
WotR
Monster B
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids_
Gray Garrison Card 3:
Carrion Golem
WotR
Monster C
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.
Gray Garrison Card 4:
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.
Gray Garrison Card 5:
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.
Gray Garrison Card 6:
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.
Gray Garrison Card 7:
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.
Gray Garrison Card 8:
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.
Gray Garrison Card 9:
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.
Gray Garrison Card 10:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #7: Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 1 Al: 3 Bl: 1 ?: 1
Located/Displayed Here: This location is not built until 1 location is closed.
Mongrel Village Card 1:
Kamilo Dann
WotR
Ally 2
Traits:
Human
Soldier
To Acquire:
None 0
When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card.
Discard this card to add 1d6 to your combat check.
Discard this card to explore your location. During this exploration, add 1d4 to your first combat check.
Mongrel Village Card 2:
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.
Mongrel Village Card 3:
Gangrel Fiendsplicer
None
Villain 2
Type: Monster
Traits:
Demon
Mongrel
Wizard
To Defeat:
Combat See below
THEN Combat See below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from her discard pile.
Mongrel Village Card 4:
Wrecker Demon
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Mongrel Village 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.
Mongrel Village Card 6:
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.
Mongrel Village Card 7:
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.
Mongrel Village Card 8:
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.
Mongrel Village Card 9:
Druid of the Flame
WotR
Ally 1
Traits:
Human
Druid
Veteran
To Acquire:
Survival 7
OR Charisma
Diplomacy 9
Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.
Mongrel Village Card 10:
Javelin
WotR
Weapon B
Traits:
Spear
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.


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

Hour of Ascension

Give card to Mother Myrtle: Smoke Bomb


Free Explore and encounter Cave Lizard
Banish Mother Myrtle's Smoke Bomb to recovery

Combat 11: 1d6 + 1d12 + 4 ⇒ (6) + (7) + 4 = 17 Banished

Free Explore from defeating the Cave Lizard. Encounter Cultist Archer.
Evade encounter.


Discard Marianix Karn to explore.

Shuffle explore: 1d9 + 1 ⇒ (7) + 1 = 8 Citadel Card 8: Raconteur
Recharge Quick-Change Mask
Charisma Stealth 5: 1d12 + 6 ⇒ (1) + 6 = 7 Acquired

Merisiel wrote:

Hand: Thieves' Tools, Raconteur, Blessing of Abadar, Blessing of Asmodeus,

Displayed: Armor of Insults,
Deck: 10 Discard: 1 Buried: 0
Hero Points: 2
Mythic Charges: 2
NOTES:
Available Support: Blessings Available. Armor can avenge.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Lockpick Shield, Blessing of the Spy 2, Blessing of the Spy 1, Keen Rapier, Spyglass, Mouse, Captain's Cutlass, Snakebite Dagger, Magnifying Glass
Recharged: Quick-Change Mask,
Discard Pile: Marianix Karn,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 +2 mythic charges
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2 +2 mythic charges
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.

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


Armor of Insults displayed

In an effort to chase out the monsters that threaten Gundren, Merisiel and Mother Myrtle enter the Citadel where they are immediately met by a Cave Lizard. Merisiel hands Mother Myrtle a smoke bomb. While Mother Myrtle activates the Smoke Bomb, Merisiel climbs a ruined statue. Picking her moment, Merisiel leaps into the smoke and onto the Lizard's back. It thrashes wildly but ultimately she's able to ride it out of the Citadel, leaping off at the last minute.

As the smoke begins to clear, Merisiel sees the shape of a Mongrel Archer coming through the smoke. She quickly grabs Mother Myrtle, and takes her down a side passage.

Hiding deep in the passage, Merisiel discovers a gnomish resident of Gundren, cowering in fear. Unless you want to be pinned full of mongrel arrows, you better come with us little one The gnomish Raconteur reluctantly leaves his hiding place.

Mother Myrtle is given Smoke Bomb, which she banishes to recovery
Citadel: Banished 1. Acquired 8. 2 is known. Location shuffled.


deck handler

Mother Myrtle attempts to recover all cards in their Recovery pile.
Smoke Bomb: Craft 9: 1d12 + 6 ⇒ (5) + 6 = 11 -> Smoke Bomb recharged .


During This Adventure:

Servitor Demon:
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.

During This Scenario: When you fail to acquire an ally, discard the top card of the blessings deck.
After closing 1 location, summon and build the location Mongrel Village and shuffle the villain Gangrel Fiendsplicer into its location deck.

Additional Rules:

Villain:
Gangrel Fiendsplicer
Spoiler:
Villain 2
Type: Monster
Traits: Demon Mongrel Wizard
To Defeat: Combat See below THEN Combat See below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box. Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced. If undefeated, each character must bury a card from her discard pile.

Henchmen:
Wenduag
Spoiler:
Henchman 1
Type: Monster
Traits: Mongrel Ranger
To Defeat: Combat 0
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box. Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location. If defeated, you may immediately attempt to close the location this henchman came from.

Mongrel Traitor
Spoiler:
Henchman 1
Type: Monster
Traits: Mongrel Soldier
To Defeat: Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box. In undefeated, bury 1 random card from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.

To win, defeat and corner Gangrel Fiendsplicer.

Party Tracker

Scenario Level (#): 2

Turn: 2, Crowe/MauveAvenger

Random Cards:

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

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

Spoiler:
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_

Spoiler:
Constrictor Snake
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

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

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

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

Spoiler:
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.

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

Weapons
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 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.

Spoiler:
Unholy Aspergillum +3
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

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

Spells
Spoiler:
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.

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

Spoiler:
Heat Metal
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Trap or Lock trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

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

Spoiler:
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.

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

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

Spoiler:
Gossamer Shrouds
WotR
Armor 2
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 7
If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Lymirin Discourses
WotR
Item 2
Traits:
Book
Iomedae
To Acquire:
Wisdom
Divine 9
Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.

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

Spoiler:
Nahyndrian Elixer
WotR
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic
To Acquire:
Intelligence
Craft
Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

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

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.

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

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 28

Hourglass

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

Location #1: Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here:

Cell Card 1:
Knight's Pennon
WotR
Item 2
Traits:
Object
To Acquire:
Charisma
Diplomacy 9
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
Cell Card 2:
Wolf
WotR
Ally 2
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
Cell Card 3:
Bilious Bottle
WotR
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Cell Card 4:
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.
Cell Card 5:
Druid of the Storm
WotR
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.
Cell Card 6:
Unholy Aspergillum +3
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Cell Card 7:
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.
Cell Card 8:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Cell Card 9:
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.
Cell Card 10:
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_

Location #2: Defender's Heart
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M: 4 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here:
Defender's Heart Card 1:
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.
Defender's Heart Card 2:
Leather Armor
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Defender's Heart Card 3:
Mandragora
WotR
Monster 1
Traits:
Plant
To Defeat:
Combat 11
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses_
Defender's Heart Card 4:
Scribe
WotR
Ally 2
Traits:
Human
Hireling
To Acquire:
Intelligence
Knowledge
Charisma
Diplomacy 9
Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Defender's Heart Card 5:
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.
Defender's Heart Card 6:
Blasphemous Priest
WotR
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Defender's Heart Card 7:
Apprentice
WotR
Ally B
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Defender's Heart Card 8:
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.
Defender's Heart Card 9:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Defender's Heart Card 10:
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.

Location #3: 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: 1 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Mother Myrtle, Merisiel, Cultist Archer
Citadel Card 1:
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 2:
Wenduag
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Ranger
To Defeat:
Combat 0
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box.
Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Citadel Card 3:
Scythe
WotR
Weapon C
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.
Citadel Card 4:
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.
Citadel Card 5:
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.
Citadel Card 6:
Wolf
WotR
Ally 2
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
Citadel Card 7:
Elven Chain Shirt
WotR
Armor 1
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Citadel Card 8:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_

Location #4: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here:
Torture Chamber 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_
Torture Chamber Card 2:
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.
Torture Chamber Card 3:
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.
Torture Chamber Card 4:
Temptation of Lucre
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Torture Chamber Card 5:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Torture Chamber Card 6:
Spectre
WotR
Monster 2
Traits:
Undead
Incorporeal
Elite
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask_
Torture Chamber Card 7:
Spiked Pit Trap
WotR
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Torture Chamber Card 8:
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.
Torture Chamber Card 9:
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.
Torture Chamber Card 10:
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.

Location #5: Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Crowe, Erasmus
Cavern Card 1:
Ghoul
WotR
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Cavern Card 2:
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.
Cavern Card 3:
Commander's Field Plate
WotR
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma 8
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Cavern Card 4:
Mercenary
WotR
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Cavern Card 5:
Silver Raven Figurine
WotR
Item B
Traits:
Object
Magic
Elite
To Acquire:
Intelligence
Arcane
Craft 7
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.
Cavern Card 6:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Cavern Card 7:
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.
Cavern Card 8:
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.
Cavern Card 9:
Salamander
WotR
Monster 2
Traits:
Outsider
To Defeat:
Combat 15
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_
Cavern Card 10:
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.

Location #6: Gray Garrison
At This Location: When you move, draw a random monster from the box and hsuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monsters that have the Cultist trait by characters at any location is decreased by 2.
M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Kess
Gray Garrison Card 1:
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_
Gray Garrison Card 2:
Worm Demon
WotR
Monster B
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids_
Gray Garrison Card 3:
Carrion Golem
WotR
Monster C
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.
Gray Garrison Card 4:
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.
Gray Garrison Card 5:
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.
Gray Garrison Card 6:
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.
Gray Garrison Card 7:
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.
Gray Garrison Card 8:
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.
Gray Garrison Card 9:
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.
Gray Garrison Card 10:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #7: Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 1 Al: 3 Bl: 1 ?: 1
Located/Displayed Here: This location is not built until 1 location is closed.
Mongrel Village Card 1:
Kamilo Dann
WotR
Ally 2
Traits:
Human
Soldier
To Acquire:
None 0
When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card.
Discard this card to add 1d6 to your combat check.
Discard this card to explore your location. During this exploration, add 1d4 to your first combat check.
Mongrel Village Card 2:
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.
Mongrel Village Card 3:
Gangrel Fiendsplicer
None
Villain 2
Type: Monster
Traits:
Demon
Mongrel
Wizard
To Defeat:
Combat See below
THEN Combat See below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from her discard pile.
Mongrel Village Card 4:
Wrecker Demon
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Mongrel Village 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.
Mongrel Village Card 6:
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.
Mongrel Village Card 7:
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.
Mongrel Village Card 8:
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.
Mongrel Village Card 9:
Druid of the Flame
WotR
Ally 1
Traits:
Human
Druid
Veteran
To Acquire:
Survival 7
OR Charisma
Diplomacy 9
Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.
Mongrel Village Card 10:
Javelin
WotR
Weapon B
Traits:
Spear
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.


Deck Handler

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

Turn: Turn 2 - Blessing of Shelyn

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

SOT: N/a

Move: Stay at Cavern

Explore: Ghoul

Ghoul:
Ghoul
WotR
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Reveal Earthbreaker to do Melee+2d6.

Combat 11: 1d12 + 3 + 2 + 2d6 ⇒ (3) + 3 + 2 + (1, 3) = 12

Defeated! Discard Blessing of Gorum to explore again.

Explore 2: Vulture

Vulture:
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.

Survival 5: 1d6 + 3 ⇒ (6) + 3 = 9

Acquired! Discard to explore again.

Explore 2: Commander's Field Plate

Commander's Field Plate:
Commander's Field Plate
WotR
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma 8
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Charisma 8: 1d8 + 2 ⇒ (6) + 2 = 8

Acquired!

End Turn: Reset hand. Discard Commander's Field Plate

Recovery: N/a

[u]Summary[/u]:
Move: Cavern
Acquired: Cavern Card 2,3: Vulture, Commander's Field Plate
Banished: Cavern Card 1: Ghoul
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: Cat-o'-Nine-Tails, Earthbreaker, Strength, Surgeon, Blessing of Kols,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Current Location: Cavern
Hero Points: 2
2-2A Hero Point not used
Mythic Charges: 2
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Longsword, Gallivance, Blessing of Erastil, Katana +1, Magic Weapon, Flame Staff, Compass, Blackjacket, Blessing of the Samurai, Spellcharger Jerkin
Recharged:
Discard Pile: Blessing of Gorum, Commander's Field Plate, Vulture,
Buried Pile:

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

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.

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


Deck Handler

The hour is of Ascension.

Kess walks proudly, chin up and shoulders back, the cohort of the Queen!

If only Ma could see me now!

Something had come over the Taldan warrior back in Kenabres. Yes, she said a prayer or two to Kurgess every now and then - what performer in the rings didn't? - but she never considered herself religious.

And then, something felt different inside her, a strange certain confidence. When the call came for an escort for the Queen as she visited the depleted Gundrun garrison, Kess' muscled arm rocketed upwards, and that was that.

The Queen hasn't said much yet, but Kess hasn't been selected for her conversation skills. She knows her talents, and is eager to show the Mendevian crown what she can do.

Free explore and encounter Wrecker Demon.

A hideous demon grafted onto the remains of a mongrelman appears in front of the door to the garrison in a cloud of methane, snarling as it lashes out at the monarch. Kess is on duty!

Would Erasmus recharge his Blessing of the Green Faith, please?

Combat (14) Check: 2d10 + 1 + 3 + 1d12 + 2 ⇒ (2, 3) + 1 + 3 + (11) + 2 = 22 SUCCESS! Nothing to heal; discard Fencer to explore again with a boost to combats - Worm Demon.

Combat (10) Check: 1d10 + 1 + 3 + 1d12 + 1d4 + 2 ⇒ (3) + 1 + 3 + (9) + (1) + 2 = 19 SUCCESS! Heal Fencer. Discard Blessing of the Quartermaster to explore again: Carrion Golem. BYA: Discard top card of deck (Bronzed Leather). Crowe, would you please discard your Blessing of Kols for me?

Combat (14) Check: 2d10 + 1 + 3 + 1d12 + 2 ⇒ (7, 7) + 1 + 3 + (8) + 2 = 28 SUCCESS! Heal Blessing of the Quartermaster. Recharge Staff of Minor Healing to heal Bronzed Leather as well.

If it was meant to be an ambush, then Kess made short work of it, brutally taking down a trio of accursed combatants with efficient style and grace. She springs back to her feet after ripping the head off of a rotting flesh golem with her leather-clad thighs to an appreciative smattering of wry applause from the queen herself.

"I've done this in front of royalty before," Kess quips, her face reddening with embarrassment, "but not up close like this."

End turn. Reset hand.

Kess wrote:

Hand: Mattock, Scale of Disguise, Queen Galfrey, Smith, Blessing of the Quartermaster,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Cavern
Hero Points: 2"
Mythic Charges: 2
"NOTES:
Available Support: Blessing is available for use.
Other: Always available to take local combats.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fencer, Athlete, Helm of the Valkyrie, Wolfhide Armor, Bronzed Leather, Blessing of Lamashtu, Blessing of Torag, Iron Knuckles, Retainer, White War Paint, Guide
Recharged: Staff of Minor Healing,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 +2 mythic charges
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☑ +1 ☐ +2 ☐ +3 +2 mythic charges
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:

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).

Guardian
Add your number of mythic charges to your Strength or Constitution check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and you may reroll and dice that rolled a 1; take the new result.

When a character is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing requirement and automatically closes the location.


deck handler

Blessing of Nethys in effect. Display Magic Hide Armor. Display Elixir of Energy Resistance.

Citadel Card 1: 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 auto acquire. Discard Blessing of the Elements 2 to explore.

Citadel Card 2: Wenduag:

WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Ranger
To Defeat:
Combat 0
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box.
Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.

BYA Mother Myrtle and Merisiel take 1 ranged combat damage. MM discards Padded Armor to prevent it to herself. Difficulty to defeat random monster #1 Cave Viper is 8.

combat 1 +8 casting Immolate (Core): 1d12 + 1d4 + 2d4 + 4 ⇒ (8) + (4) + (1, 3) + 4 = 20

combat 9 +4 to close casting Sonic Blast: 1d12 + 1d4 + 2d6 + 4 ⇒ (5) + (4) + (1, 1) + 4 = 15

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Immolate (Core): Arcane 7: 1d12 + 1d4 + 4 ⇒ (6) + (2) + 4 = 12 -> Immolate (Core) recharged.
Sonic Blast: Arcane 10: 1d12 + 1d4 + 4 ⇒ (5) + (1) + 4 = 10 -> Sonic Blast recharged.

Mother Myrtle resets their hand.

Mother Myrtle wrote:

Hand: Blessing of the Elements 1, Acid Flask (Core) 2, Acid Arrow (Core), Fire Bolt, Elixir of Healing, Droogami (Core),

Displayed: Magic Hide Armor, Elixir of Energy Resistance,
Deck: 8 Discard: 2 Buried: 0
"Current Location: Citadel
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused
Hierophant mythic charges 2/2:

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

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.

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), Researcher, Porcupine (Core), Acid Flask (Core) 1, Blast Stone (Core)
Recharged: Smoke Bomb, Immolate (Core), Sonic Blast,
Discard Pile: Blessing of the Elements 2, Padded Armor,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Knowledge Intelligence +2"
(Arcane: Wisdom +1d4)
"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.

Citadel card 1 acquired. Citadel closed.

Random monster #1 used.

Merisiel takes 1 ranged combat damage.


Deck Handler

Off turn: recharge BotGreen Faith 1 for Kess

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 Sacred Prism
This turn, +1 to all checks due to Erasmus Power

Location Power: If you move or are moved from this location, move to a random other location.

Free exploration

Cavern Card 1 is Ghoul:

WotR
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Display Spirit Surge to draw 3 cards: BotGreen Faith 2, Force Missile, Blue Star
Reveal Missing Eye
Combat 11: 1d6 + 1d4 + 2 + 2 + 1d8 + 1 + 1 ⇒ (6) + (3) + 2 + 2 + (5) + 1 + 1 = 20

EDIT: REDOING TURN FROM HERE ONWARDS DUE TO MY GOOF - DISREGARD EVERYTHING BELOW THIS.

Recharge Leshykineticist and discard Blue Star to explore

Cavern Card 2 is 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.

Wis 5: 1d6 + 2 ⇒ (5) + 2 = 7

Discard Vulture to explore

Cavern Card 3 is Commander's Field Plate:

WotR
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma 8
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Fort 8: 1d6 + 1d4 + 2 + 1 ⇒ (6) + (2) + 2 + 1 = 11

Discard BotGreen Faith 2 to explore

Cavern Card 4 is Mercenary:

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

Reveal Missing Eye
Combat 10+2=12: 1d6 + 1d4 + 2 + 2 + 1d8 + 1 + 1 ⇒ (3) + (3) + 2 + 2 + (4) + 1 + 1 = 16

End turn
Spirit Surge: at the end of your turn, you are dealt 1 dmg that cannot be reduced. Discard Commander's Field Plate
Send Spirit Surge to Recovery

Recovery Phase:
Recharge Spirit Surge? Perception 7: 1d6 + 2 + 3 + 1 ⇒ (5) + 2 + 3 + 1 = 11

Reset Hand, drawing 3

Turn Summary:
* Caverns cards 1-4 are gone

Erasmus wrote:

Hand: The Missing Eye, Force Missile (Core), Harrow Deck, Sign of the Pack, Blessing of the Elements,

Displayed: Spirit Relatives (Nissa),
Deck: 9 Discard: 4 Buried: 0
Current Location: Cavern
Hero Points: 2
Tshirt Reroll: Available
Mythic Charges: 2
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.

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.

Sign of the Pack: discard to bless, or recharge if the check is against a blessing

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mind Thrust, Stalking Armor, Cloud Puff, Sign of the Lantern Bearer, Quarterstaff of Vaulting (Core)
Recharged: Blessing of the Green Faith 1, Sacred Prism, Leshykineticist, Spirit Surge,
Discard Pile: [s]Blue Star, Vulture, Blessing of the Green Faith 2, Commander's Field Plate,

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).

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

[/s]


Deck Handler

Due to my goof, redoing my turn from after my first encounter

As posted previously: recharged Sacred Prism for +1 to all checks this turn; then free explore: encountered Mercenary (Caverns card 4) instead of Ghoul, which was already banished by Crowe), revealed Missing Eye and banished it. Also displayed Spirit Surge and drew 3 cards: Green Faith 2, Force Missile, Blue Star. Resuming turn from here.

Discard Green Faith 2 to explore

Caverns Card 5 is Silver Raven Figurine:

WotR
Item B
Traits:
Object
Magic
Elite
To Acquire:
Intelligence
Arcane
Craft 7
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.

Arcane 7: 1d8 + 1 + 2 + 1 ⇒ (4) + 1 + 2 + 1 = 8

Recharge Leshykineticist and discard Silver Raven Figurine to explore

Caverns Card 6 is Mongrel Traitor:

WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Random Monster 2 is Gargoyle - highest difficulty to defeat is 14.

Reveal Missing Eye
Banish Blue Star to Recovery
Combat 14: 1d6 + 1d4 + 2 + 2 + 1d8 + 1 + 1 + 1d6 ⇒ (2) + (2) + 2 + 2 + (1) + 1 + 1 + (5) = 16

Cavern When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.

Str 5+2=7: 1d6 + 1d4 + 2 + 2 + 1 ⇒ (1) + (1) + 2 + 2 + 1 = 7

Caverns is closed (barely!)

Caverns When Permanently Closed: On closing, move to a random open location.
Location, can't be 3 or 5: 1d7 ⇒ 4
Erasmus is moved to the Torture Chamber.
I'm not sure, but I think this power DOES NOT apply to Crowe, so he would still be at the (closed) Caverns, but I might be wrong about that.

End turn
Spirit Surge: at the end of your turn, you are dealt 1 dmg that cannot be reduced. Discard Force Missle

Recovery Phase:
Autorecharge Spirit Surge (1d6+2+3+1 for Perception 7)
Recharge Blue Star? Survival 5: 1d4 + 1 ⇒ (4) + 1 = 5

Reset Hand, drawing 4

Turn Summary:
* Used Random Monster #2
* Caverns is closed
* Erasmus is moved to Torture Chamber
* Crowe (maybe?) moves to a random location but I think doesn't

Erasmus wrote:

Hand: The Missing Eye, Mind Thrust, Cloud Puff, Harrow Deck, Sign of the Lantern Bearer,

Displayed: Spirit Relatives (Nissa),
Deck: 9 Discard: 3 Buried: 0
Current Location: Torture Chamber
Hero Points: 2
Tshirt Reroll: Available
Mythic Charges: 2
NOTES:
Available Support: Blessings always available unless otherwise noted

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)

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.

Sign of the Lantern Bearer: discard to bless, or recharge if the check is against an armor

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Stalking Armor, Sign of the Pack, Quarterstaff of Vaulting (Core), Blessing of the Elements
Recharged: Blessing of the Green Faith 1, Sacred Prism, Leshykineticist, Spirit Surge, Blue Star,
Discard Pile: Blessing of the Green Faith 2, Silver Raven Figurine, Force Missile (Core),
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).

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


Merisiel must take 1 Ranged Combat from the Wenduag’s before acting power on Mother Myrtle’s turn.

During This Adventure:

Servitor Demon:
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.

During This Scenario: When you fail to acquire an ally, discard the top card of the blessings deck.
After closing 1 location, summon and build the location Mongrel Village and shuffle the villain Gangrel Fiendsplicer into its location deck.

Additional Rules:

Villain:
Gangrel Fiendsplicer
Spoiler:
Villain 2
Type: Monster
Traits: Demon Mongrel Wizard
To Defeat: Combat See below THEN Combat See below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box. Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced. If undefeated, each character must bury a card from her discard pile.

Henchmen:
Wenduag
Spoiler:
Henchman 1
Type: Monster
Traits: Mongrel Ranger
To Defeat: Combat 0
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box. Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location. If defeated, you may immediately attempt to close the location this henchman came from.

Mongrel Traitor
Spoiler:
Henchman 1
Type: Monster
Traits: Mongrel Soldier
To Defeat: Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box. In undefeated, bury 1 random card from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.

To win, defeat and corner Gangrel Fiendsplicer.

Party Tracker

Scenario Level (#): 2

Turn: 6, Merisiel/NathanDavis

Random Cards:

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

Spoiler:
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:
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_

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

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

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

Spoiler:
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:
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.

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

Spoiler:
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.

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

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

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

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

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

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

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

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

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

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

Spoiler:
Lymirin Discourses
WotR
Item 2
Traits:
Book
Iomedae
To Acquire:
Wisdom
Divine 9
Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.

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

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

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

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

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

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

Spoiler:
Blessing of 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.

Current Hour:

Blessing of Deskari:
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.

Hours Remaining: 24

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

Location #1: Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Mongrel Traitor

Cell Card 1:
Knight's Pennon
WotR
Item 2
Traits:
Object
To Acquire:
Charisma
Diplomacy 9
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
Cell Card 2:
Wolf
WotR
Ally 2
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
Cell Card 3:
Bilious Bottle
WotR
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Cell Card 4:
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.
Cell Card 5:
Druid of the Storm
WotR
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.
Cell Card 6:
Unholy Aspergillum +3
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Cell Card 7:
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.
Cell Card 8:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Cell Card 9:
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.
Cell Card 10:
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_

Location #2: Defender's Heart
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M: 4 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Mongrel Traitor
Defender's Heart Card 1:
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.
Defender's Heart Card 2:
Leather Armor
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Defender's Heart Card 3:
Mandragora
WotR
Monster 1
Traits:
Plant
To Defeat:
Combat 11
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses_
Defender's Heart Card 4:
Scribe
WotR
Ally 2
Traits:
Human
Hireling
To Acquire:
Intelligence
Knowledge
Charisma
Diplomacy 9
Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Defender's Heart Card 5:
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.
Defender's Heart Card 6:
Blasphemous Priest
WotR
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Defender's Heart Card 7:
Apprentice
WotR
Ally B
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Defender's Heart Card 8:
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.
Defender's Heart Card 9:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Defender's Heart Card 10:
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.

Location #3: Citadel
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: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Erasmus, Mongrel Traitor

Torture Chamber 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_
Torture Chamber Card 2:
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.
Torture Chamber Card 3:
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.
Torture Chamber Card 4:
Temptation of Lucre
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Torture Chamber Card 5:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Torture Chamber Card 6:
Spectre
WotR
Monster 2
Traits:
Undead
Incorporeal
Elite
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask_
Torture Chamber Card 7:
Spiked Pit Trap
WotR
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Torture Chamber Card 8:
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.
Torture Chamber Card 9:
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.
Torture Chamber Card 10:
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.

Location #5: Cavern
Closed
At This Location: At the end of your turn, move to a random location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Crowe

Location #6: Gray Garrison
At This Location: When you move, draw a random monster from the box and hsuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monsters that have the Cultist trait by characters at any location is decreased by 2.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Kess, Mongrel Traitor

Gray Garrison Card 1:
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.
Gray Garrison Card 2:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Gray Garrison Card 3:
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.
Gray Garrison Card 4:
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.
Gray Garrison Card 5:
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.
Gray Garrison Card 6:
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.
Gray Garrison Card 7:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #7: Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 1 Al: 3 Bl: 1 ?: 1
Located/Displayed Here: Gangrel Fiendsplicer
Mongrel Village Card 1:
Kamilo Dann
WotR
Ally 2
Traits:
Human
Soldier
To Acquire:
None 0
When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card.
Discard this card to add 1d6 to your combat check.
Discard this card to explore your location. During this exploration, add 1d4 to your first combat check.
Mongrel Village Card 2:
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.
Mongrel Village Card 3:
Gangrel Fiendsplicer
None
Villain 2
Type: Monster
Traits:
Demon
Mongrel
Wizard
To Defeat:
Combat See below
THEN Combat See below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from her discard pile.
Mongrel Village Card 4:
Wrecker Demon
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Mongrel Village 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.
Mongrel Village Card 6:
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.
Mongrel Village Card 7:
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.
Mongrel Village Card 8:
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.
Mongrel Village Card 9:
Druid of the Flame
WotR
Ally 1
Traits:
Human
Druid
Veteran
To Acquire:
Survival 7
OR Charisma
Diplomacy 9
Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.
Mongrel Village Card 10:
Javelin
WotR
Weapon B
Traits:
Spear
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.


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

Off Turn: Recharge Armor of Insults to reduce Combat damage to 0
Hour of Deskari

Give Card to Mother Myrtle: Blessing of Abadar
Move to Cell. Free Explore and Encounter Knight's Pennon
Bury Blessing of Asmodeus and Thieves' Tools and Raconteur to succeed and Acquire!, then draw up to handsize

Merisiel wrote:

Hand: Knight's Pennon, Snakebite Dagger, Blessing of the Spy 2, Spyglass, Lockpick Shield,

Displayed:
Deck: 7 Discard: 1 Buried: 3
Hero Points: 2
Mythic Charges: 2

Discard Spyglass to Examine:

Cell Card 2: Wolf
Cell Card 3: Bilious Bottle
Keep in that order.
Merisiel wrote:

Hand: Snakebite Dagger, Keen Rapier, Lockpick Shield, Knight's Pennon, Blessing of the Spy 2,

Displayed:
Deck: 6 Discard: 2 Buried: 3
Current Location: Cell
Hero Points: 2
Mythic Charges: 2
NOTES:
Available Support: Knight's Pennon: When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait.
Other: Snakebite Dagger: Local d4 for Combat

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mouse, Blessing of the Spy 1, Captain's Cutlass, Magnifying Glass
Recharged: Quick-Change Mask, Armor of Insults,
Discard Pile: Marianix Karn, Spyglass,
Buried Pile: Thieves' Tools, Raconteur, Blessing of Asmodeus,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 +2 mythic charges
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2 +2 mythic charges
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.

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


Merisiel finds a cell that might hold some more of the Gundren's inhabitants. On the way she finds the remnants of another crusades flag. It looks valuable so she spends sometime cleaning it off and making it useable again.
Once that's accomplished, she looks through her Spyglass and sees Wolf caged outside the cell and booby trap guarding against anyone going in or out of the place.
The trap is easy enough to get around. But she might need some help with the Wolf.

Gave Card to Mother Myrtle: Blessing of Abadar
Cell: Acquired 1 (Item 2!) Examined 2-3 (Ally 2)


Deck Handler

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

Turn: Turn 7 - 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 Defenders Heart

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 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Acquired. Discard Surgeon to explore again.

Explore 2: Leather Armor

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

Fortitude 2: 1d6 + 2 ⇒ (3) + 2 = 5

Auto-acquire.

End Turn: Reset hand. Discard Leather Armor, Cold Iron Longsword

Recovery: N/a

[u]Summary[/u]:
Move: Cavern
Acquired: Defender's Heart Cards 1,2: Cold Iron Longsword, Leather 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: Cat-o'-Nine-Tails, Earthbreaker, Strength, Compass, Blessing of the Samurai,

Displayed:
Deck: 8 Discard: 7 Buried: 0
Current Location: Defender's Heart
Hero Points: 2
2-2A Hero Point not used
Mythic Charges: 2
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Erastil, Gallivance, Katana +1, Magic Weapon, Blackjacket, Spellcharger Jerkin, Flame Staff, Longsword
Recharged:
Discard Pile: Blessing of Gorum, Commander's Field Plate, Vulture, Blessing of Kols, Surgeon, Cold Iron Longsword, Leather Armor,
Buried Pile:

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

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.

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


Deck Handler

The hour is of Ascension. At top of round, move to the Mongrel Village and banish Queen Galfrey to examine top 5 cards of the locaton, auto-acquiring any boons. #1 - Kamilo Dann (acquired); #2 - Trapsmith Gloves (acquired); #3 - Gangrel Fiendsplicer; #4 - Wrecker Demon; #5 - Leather Armor (acquired).

After taking down the supposed ambush, the queen stops pulling punches. With a gesture, she directs Kess away from the garrison of Gundrun and into the wilderness surrounding the village. As if spirited by the Inheritor herself, the queen marches through a fetid marsh until she reaches a circle of squat huts. Kess hustles to follow, her eyes peeled. A few cooking fires burn mirthlessly in the village, reflecting in the suspicious eyes of the mongrelkin turning to face them. Queen Galfrey nods at Kess, urging the brawler to speak for her.

"I am here in the name of Queen Galfrey. She wishes to speak with the one known as Fiendsplicer. There needs be no more bloodshed!"

A number of the mongrelkin hustle into their mud huts, closing their doors in fear at the pronounced words. A voice echoes from deeper in the village in answer to Kess.

"bUT yOu See, thAt'S wHerE yOU'rE wrOnG..." A demonic mongrelman clad in dirty crimson robes steps into view, chuckling, pointing a wand in each misshapen clawed hand at Kess and the queen.

VILLAIN FIGHT! You may all try to guard, and then EVERYONE may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced. I'll spoiler the rest of my post.

Kess' boss fight:

Recharge my hand (of 7 cards, thanks to Queen Galfrey) and draw 7 cards. New hand: Wolfhide Armor, Athlete, Helm of the Valkyrie, Iron Knuckles, Blessing of Torag, Blessing of Lamashtu, Fencer. Draw random monster to determine DC of 1st combat: (14). Reveal Iron Knuckles and discard Blessing of Torag.

Combat (14) Check: 2d10 + 3 + 1 + 1d12 + 1d4 ⇒ (1, 9) + 3 + 1 + (8) + (2) = 24 SUCCESS! Heal Blessing of Torag.

Next random monster to determine DC of 2nd combat: (13). Discard Blessing of Lamashtu to bless this and again use the Iron Knuckles.

Combat (13) Check: 2d10 + 3 + 1 + 1d12 + 1d4 ⇒ (5, 7) + 3 + 1 + (11) + (3) = 30 SUCCESS! Heal Blessing of Lamashtu. The villain escapes (not all locations can be guarded), and we will see where he goes, but Mongrel Village is closed. For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.

Kess pulls out all of the tricks in her arsenal as she dives, rolls, and flips out of harm's way, magical bolts and blasts of fire peppering the buildings around the centre of the squalid village. When one of the wands fails the wizard, Kess sees her opening, and delivers a flying kick to the monster's other hand, sending the last wand flying. Before Gangrel Fiendsplicer can pull any more tricks from his robe, Kess swiftly strides up to him and snaps his neck, but before she can do so, the wizard winks out from beneath her iron hands. Kess curses softly to herself, then turns around.

And the queen is gone.

"Queen Galfrey?!?" Kess calls out, furious with herself for letting the monarch out of her sight.

Good thing Ma can't see me now.

End turn. Reset hand - currently the hand posted as above without any blessings.


deck handler

Bury Droogami to guard Cell. Villain BYA recharge my hand and draw the same number of cards.

Mother Myrtle wrote:

Hand: Dog (Core), Acid Flask (Core) 2, Blast Stone (Core), Porcupine (Core), Researcher, Smoke Bomb,

Displayed: Magic Hide Armor, Elixir of Energy Resistance,
Deck: 8 Discard: 2 Buried: 1
"Current Location: Citadel
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused
Hierophant mythic charges 2/2:

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

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.

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

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

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: Immolate (Core), Sonic Blast, Elixir of Healing, Acid Arrow (Core), Fire Bolt, Blessing of the Elements 1, Acid Flask (Core) 1, Blessing of Abadar,
Discard Pile: Blessing of the Elements 2, Padded Armor,
Buried Pile: Droogami (Core),
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Knowledge Intelligence +2"
(Arcane: Wisdom +1d4)
"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

Crowe can attempt to guard. Summon an ally.

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

Arcane 8: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9


Deck Handler

Erasmus guards the Torture Chamber by discarding Mind Thrust for 1 Mental dmg. Then, per the villain power, he recharges his hand and draws 4 cards.

Erasmus DOES NOT guard the Torture Chamber (not wanting to inflict damage on everyone). Then, per the villain power, he recharges his hand and draws 5 cards.

Erasmus wrote:

Hand: Quarterstaff of Vaulting (Core), Stalking Armor, Blessing of the Elements, Sign of the Pack, Blessing of the Green Faith 1,

Displayed: Spirit Relatives (Nissa),
Deck: 9 Discard: 3 Buried: 0
Current Location: Torture Chamber
Hero Points: 2
Tshirt Reroll: Available
Mythic Charges: 2
NOTES:
Available Support: Blessings always available unless otherwise noted

Sign of the Pack: discard to bless, or recharge if the check is against a blessing

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Sacred Prism, Leshykineticist, Spirit Surge, Blue Star, The Missing Eye, Cloud Puff, Harrow Deck, Sign of the Lantern Bearer, Mind Thrust,
Discard Pile: Blessing of the Green Faith 2, Silver Raven Figurine, Force Missile (Core),
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).

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


Carrion Golem is drawn and shuffled into Gray Garrison when Kess moved on her turn.
Crowe and Merisiel must each either recharge their hand and draw that many cards or take 1d4-1 irreducible Mental damage, from the villain's before acting on Kess's turn.

During This Adventure:

Servitor Demon:
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.

During This Scenario: When you fail to acquire an ally, discard the top card of the blessings deck.
After closing 1 location, summon and build the location Mongrel Village and shuffle the villain Gangrel Fiendsplicer into its location deck.

Additional Rules:

Villain:
Gangrel Fiendsplicer
Spoiler:
Villain 2
Type: Monster
Traits: Demon Mongrel Wizard
To Defeat: Combat See below THEN Combat See below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box. Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced. If undefeated, each character must bury a card from her discard pile.

Henchmen:
Wenduag
Spoiler:
Henchman 1
Type: Monster
Traits: Mongrel Ranger
To Defeat: Combat 0
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box. Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location. If defeated, you may immediately attempt to close the location this henchman came from.

Mongrel Traitor
Spoiler:
Henchman 1
Type: Monster
Traits: Mongrel Soldier
To Defeat: Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box. In undefeated, bury 1 random card from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.

To win, defeat and corner Gangrel Fiendsplicer.

Party Tracker

Scenario Level (#): 2

Turn: 9, MotherMyrtle/Bigguyinblack

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

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

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

Barriers
Spoiler:
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.

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

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

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

Spoiler:
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.

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

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

Spoiler:
Cold Iron Mace +1
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.

Spells
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:
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:
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.

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

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

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

Spoiler:
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:
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.

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:
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:
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:
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:
Horn of Battle Clarity
WotR
Item B
Traits:
Instrument
Magic
Elite
To Acquire:
Melee
Ranged
Charisma 7
Recharge this card to add 1d4 to any combat check by a character at your location, or 1d8 if you also reveal an ally or cohort that has the Hireling or Soldier trait.
Discard this card to search your discard pile for an ally or cohort that has the Hireling or Soldier trait from your discard pile. Shuffle it into your deck.

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

Spoiler:
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:
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.

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

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

Spoiler:
Blessing of 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.

Current Hour:

Blessing of Pulura:
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.

Hours Remaining: 21

Hourglass

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

Location #1: Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: Merisiel, Mongrel Traitor, Wolf, Bilious Bottle

Cell Card 1:
Bilious Bottle
WotR
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Cell Card 2:
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.
Cell Card 3:
Gangrel Fiendsplicer
None
Villain 2
Type: Monster
Traits:
Demon
Mongrel
Wizard
To Defeat:
Combat See below
THEN Combat See below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from her discard pile.
Cell Card 4:
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.
Cell Card 5:
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_
Cell Card 6:
Wolf
WotR
Ally 2
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
Cell Card 7:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Cell Card 8:
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.
Cell Card 9:
Unholy Aspergillum +3
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Cell Card 10:
Druid of the Storm
WotR
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

Location #2: Defender's Heart
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M: 4 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Crowe, Mongrel Traitor
Defender's Heart Card 1:
Mandragora
WotR
Monster 1
Traits:
Plant
To Defeat:
Combat 11
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses_
Defender's Heart Card 2:
Scribe
WotR
Ally 2
Traits:
Human
Hireling
To Acquire:
Intelligence
Knowledge
Charisma
Diplomacy 9
Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Defender's Heart 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.
Defender's Heart Card 4:
Blasphemous Priest
WotR
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Defender's Heart Card 5:
Apprentice
WotR
Ally B
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Defender's Heart Card 6:
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.
Defender's Heart Card 7:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Defender's Heart Card 8:
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.

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

Location #4: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Erasmus, Mongrel Traitor

Torture Chamber Card 1:
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.
Torture Chamber Card 2:
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.
Torture Chamber Card 3:
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_
Torture Chamber Card 4:
Spectre
WotR
Monster 2
Traits:
Undead
Incorporeal
Elite
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask_
Torture Chamber Card 5:
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.
Torture Chamber Card 6:
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.
Torture Chamber 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.
Torture Chamber Card 8:
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.
Torture Chamber Card 9:
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.
Torture Chamber Card 10:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Torture Chamber Card 11:
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.

Location #5: Cavern
Closed
At This Location: At the end of your turn, move to a random location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: Gray Garrison
At This Location: When you move, draw a random monster from the box and hsuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monsters that have the Cultist trait by characters at any location is decreased by 2.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Mongrel Traitor, Carrion Golem

Gray Garrison Card 1:
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.
Gray Garrison Card 2:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Gray Garrison Card 3:
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.
Gray Garrison Card 4:
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.
Gray Garrison Card 5:
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.
Gray Garrison Card 6:
Carrion Golem
WotR
Monster C
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.
Gray Garrison Card 7:
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.
Gray Garrison Card 8:
Blessing of Sarenrae
WotR
Blessing C
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Gray Garrison Card 9:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #7: Mongrel Village
Closed
At This Location: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kess


Deck Handler

Crowe recharges hand then draws five cards.

Crowe wrote:

Hand: Katana +1, Longsword, Gallivance, Spellcharger Jerkin, Flame Staff,

Displayed:
Deck: 8 Discard: 7 Buried: 0
Current Location: Defender's Heart
Hero Points: 2
2-2A Hero Point not used
Mythic Charges: 2
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, Magic Weapon, Blessing of Erastil
Recharged: Cat-o'-Nine-Tails, Earthbreaker, Strength, Compass, Blessing of the Samurai,
Discard Pile: Blessing of Gorum, Commander's Field Plate, Vulture, Blessing of Kols, Surgeon, Cold Iron Longsword, Leather Armor,
Buried Pile:

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

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.

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


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

Knight's Pennon Displayed when Kess encountered Fiendsplicer. when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait.

Recharging hand and drawing 4 cards

Merisiel wrote:

Hand: Captain's Cutlass, Blessing of the Spy 1, Mouse, Magnifying Glass,

Displayed: Knight's Pennon,
Deck: 6 Discard: 2 Buried: 3
Current Location: Cell
Hero Points: 2
Mythic Charges: 2
NOTES:
Available Support: Knight's Pennon: When any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait.
Other: Mouse: Local Dexterity or Stealth: 1d4.
Captain's Cutlass: Local Reduce 2 Combat Damage

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Quick-Change Mask, Armor of Insults, Blessing of the Spy 2, Keen Rapier, Snakebite Dagger, Lockpick Shield,
Discard Pile: Marianix Karn, Spyglass,
Buried Pile: Thieves' Tools, Raconteur, Blessing of Asmodeus,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 +2 mythic charges
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2 +2 mythic charges
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.

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


deck handler

Off turn received Blessing of Abadar. Recharged hand and drw a new one for villain BYA.

Blessing of Pulura in effect.

Move to Cell.

Cell Card 1: Bilious Bottle:

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

Display the bottle. Discard Dog (Core) to explore.

Cell Card 2: 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.

Send Smoke Bomb to recovery to evade it. Discard Porcupine (Core) to explore.

random card: 1d9 + 1 ⇒ (3) + 1 = 4

Cell Card 4: 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.

Banish it. End turn.

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Smoke Bomb: Craft 9: 1d12 + 6 ⇒ (10) + 6 = 16 -> Smoke Bomb recharged .

Mother Myrtle resets their hand.

Mother Myrtle wrote:

Hand: Immolate (Core), Acid Flask (Core) 2, Blast Stone (Core), Researcher, Sonic Blast, Elixir of Healing,

Displayed: Magic Hide Armor, Elixir of Energy Resistance,
Deck: 7 Discard: 4 Buried: 0
"Current Location: Cell
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused
Hierophant mythic charges 2/2:

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

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.

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

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): Blessing of Abadar, Blessing of the Elements 1, Acid Arrow (Core), Smoke Bomb, Droogami (Core), Acid Flask (Core) 1, Fire Bolt
Recharged:
Discard Pile: Blessing of the Elements 2, Padded Armor, Dog (Core), Porcupine (Core),
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Knowledge Intelligence +2"
(Arcane: Wisdom +1d4)
"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.

Cell card 1 displayed. Cards 2 evaded and 4 banished.


Deck Handler

It is the hour of Ascension (again)

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

Move to: Defender's Heart
Location Power: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.

Free exploration

Defender's Heart Card 1 is Mandragora:

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

Reveal Quarterstaff of Vaulting; Pennon is displayed
Combat 11: 1d6 + 1d4 + 2 + 2 + 1d6 + 1 + 1 + 1 ⇒ (3) + (4) + 2 + 2 + (1) + 1 + 1 + 1 = 15

Discard Sign of the Pack to explore

Defender's Heart Card 2 is Scribe:

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

Spend 1 mythic charge; 1 remaining
Cha 9: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Mythic Marshal: give 1 mythic charge to Crowe.

Discard B Green Faith 1 to explore

Defender's Heart Card 3 is 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.

Recharge Scribe
Diplomacy 6: 1d4 + 2d6 + 1 ⇒ (4) + (5, 2) + 1 = 12

Discard Blessing of the Elements to explore

Defender's Heart Card 4 is Blasphemous Priest:

WotR
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Reveal Quarterstaff of Vaulting; Pennon is displayed (and Mendevian Crusader is revealed for Soldier trait)
Combat 10: 1d6 + 1d4 + 2 + 1 + 1d6 + 1 + 1 + 2 ⇒ (1) + (1) + 2 + 1 + (4) + 1 + 1 + 2 = 13

Discard Mendevian Crusader to explore

Defender's Heart Card 5 is Apprentice:

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

Arcane 8: 1d8 + 1 + 1 + 1 ⇒ (7) + 1 + 1 + 1 = 10

Discard Apprentice to explore

Defender's Heart Card 6 is Pitborn Scoundrel:

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

BYA: Crowe is also present at the location so no dmg (Thanks, Crowe!).
Discard Quarterstaff of Vaulting; Pennon is displayed
Combat 12: 1d6 + 1d4 + 2 + 1 + 1d6 + 1 + 1 + 1 + 1d6 ⇒ (3) + (2) + 2 + 1 + (6) + 1 + 1 + 1 + (6) = 23

End turn

Reset Hand, drawing 5

Start of Merisiel's turn: bury Sacred Prism to heal Erasmus
Healing: 1d4 ⇒ 3
Green Faith 2, Quarterstaff, Apprentice are shuffled into deck

Turn Summary:
* Defender's Heart cards 1-6 are gone
* Knight's Pennon is still displayed
* Crowe receives 1 mythic charge

Erasmus wrote:

Hand: The Missing Eye, Spirit Surge, Blue Star, Leshykineticist,

Displayed: Spirit Relatives (Nissa),
Deck: 9 Discard: 6 Buried: 1
Current Location: Defender's Heart
Hero Points: 2
Tshirt Reroll: Available
Mythic Charges: 1
NOTES:
Available Support: Blessings always available unless otherwise noted

Blue Star: add 1d6 + Poison to local combat (only use if needed since it will be buried)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Green Faith 2, Apprentice, Stalking Armor, Quarterstaff of Vaulting (Core), Harrow Deck, Scribe, Sign of the Lantern Bearer, Cloud Puff, Mind Thrust
Recharged:
Discard Pile: Silver Raven Figurine, Force Missile (Core), Sign of the Pack, Blessing of the Green Faith 1, Blessing of the Elements, Mendevian Crusader,
Buried Pile: Sacred Prism,

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).

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


During This Adventure:

Servitor Demon:
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.

During This Scenario: When you fail to acquire an ally, discard the top card of the blessings deck.
After closing 1 location, summon and build the location Mongrel Village and shuffle the villain Gangrel Fiendsplicer into its location deck.

Additional Rules:

Villain:
Gangrel Fiendsplicer
Spoiler:
Villain 2
Type: Monster
Traits: Demon Mongrel Wizard
To Defeat: Combat See below THEN Combat See below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box. Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced. If undefeated, each character must bury a card from her discard pile.

Henchmen:
Wenduag
Spoiler:
Henchman 1
Type: Monster
Traits: Mongrel Ranger
To Defeat: Combat 0
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box. Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location. If defeated, you may immediately attempt to close the location this henchman came from.

Mongrel Traitor
Spoiler:
Henchman 1
Type: Monster
Traits: Mongrel Soldier
To Defeat: Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box. In undefeated, bury 1 random card from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.

To win, defeat and corner Gangrel Fiendsplicer.

Party Tracker

Scenario Level (#): 2

Turn: 11, Merisiel/NathanDavis

Random Cards:

Monsters
Spoiler:
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_

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

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
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:
Nahyndrian Elixer
WotR
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic
To Acquire:
Intelligence
Craft
Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

Spoiler:
Planar Tuning Fork
WotR
Item 2
Traits:
Tool
Magic
To Acquire:
Intelligence
Knowledge 10
While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card.

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:
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.

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:
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:
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:
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.

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

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

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: 19

Hourglass

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

Location #1: Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: Merisiel, Mother Myrtle, Mongrel Traitor, Wolf, Dire Rat

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

Cell Card 1:
Druid of the Storm
WotR
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.
Cell Card 2:
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.
Cell Card 3:
Gangrel Fiendsplicer
None
Villain 2
Type: Monster
Traits:
Demon
Mongrel
Wizard
To Defeat:
Combat See below
THEN Combat See below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from her discard pile.
Cell Card 4:
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_
Cell Card 5:
Wolf
WotR
Ally 2
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
Cell Card 6:
Recruit
WotR
Ally C
Traits:
Human
Soldier
Basic
To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Cell Card 7:
Unholy Aspergillum +3
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Cell Card 8:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #2: Defender's Heart
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Crowe, Erasmus, Mongrel Traitor
Defender's Heart Card 1:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Defender's Heart Card 2:
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.

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

Location #4: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Mongrel Traitor

Torture Chamber Card 1:
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.
Torture Chamber Card 2:
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.
Torture Chamber Card 3:
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_
Torture Chamber Card 4:
Spectre
WotR
Monster 2
Traits:
Undead
Incorporeal
Elite
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask_
Torture Chamber Card 5:
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.
Torture Chamber Card 6:
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.
Torture Chamber 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.
Torture Chamber Card 8:
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.
Torture Chamber Card 9:
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.
Torture Chamber Card 10:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Torture Chamber Card 11:
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.

Location #5: Cavern
Closed
At This Location: At the end of your turn, move to a random location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: Gray Garrison
At This Location: When you move, draw a random monster from the box and hsuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monsters that have the Cultist trait by characters at any location is decreased by 2.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Mongrel Traitor, Carrion Golem

Gray Garrison Card 1:
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.
Gray Garrison Card 2:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Gray Garrison Card 3:
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.
Gray Garrison Card 4:
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.
Gray Garrison Card 5:
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.
Gray Garrison Card 6:
Carrion Golem
WotR
Monster C
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.
Gray Garrison Card 7:
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.
Gray Garrison Card 8:
Blessing of Sarenrae
WotR
Blessing C
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Gray Garrison Card 9:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #7: Mongrel Village
Closed
At This Location: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kess


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

Hour of Ascension

Attempt to move to Gray Garrison

Disable 7: 1d12 + 6 ⇒ (11) + 6 = 17Moved!

Free Explore and encounter Pitborn Scoundrel
Evade


Discard Blessing of the Spy to explore and bless

Shuffle Explore: 1d9 ⇒ 9Mongrel Traitor!
Random Monster Combat Difficulty, Mongrel Ranger, Incubus: 15 -3 from Mongrel Village
Reveal Captain's Cutlass. Alone: Recharge Mouse. Knight's Pennon, Kess Reveals Athlete. Blessing of the Spy
Combat Melee 15-3: 1d12 + 5 + 1d6 + 1 + 1d6 + 2 + 1d12 ⇒ (4) + 5 + (4) + 1 + (6) + 2 + (9) = 31 Banished!

Attempt to close, summon and encounter Cultist of Deskari
Reveal Captain's Cutlass. Alone: Recharge Magnifying Glass. Knight's Pennon, Mother Myrtle Reveals Researcher. Blessing of the Spy

Combat Melee 10+4: 1d12 + 5 + 1d6 + 1 + 1d6 + 2 + 1d12 ⇒ (1) + 5 + (2) + 1 + (5) + 2 + (1) = 17 Closed!

Merisiel wrote:

Hand: Captain's Cutlass, Keen Rapier, Quick-Change Mask, Blessing of the Spy 2,

Displayed: Knight's Pennon, Armor of Insults,
Deck: 4 Discard: 3 Buried: 3
Current Location: Cell
Hero Points: 2
Mythic Charges: 2
NOTES:
Available Support: Knight's Pennon: When any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Snakebite Dagger, Lockpick Shield, Mouse, Magnifying Glass,
Discard Pile: Marianix Karn, Spyglass, Blessing of the Spy 1,
Buried Pile: Thieves' Tools, Raconteur, Blessing of Asmodeus,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 +2 mythic charges
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2 +2 mythic charges
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.

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


Display Armor of Insults on Crowe's Turn

Seeing things start to get a chaotic at the Cell once Fiendsplicer escaped. Merisiel takes delicately works her way out.

Thinking that the Garrison might be under attack, Merisel stalks around the place to find a way in. She quickly discovers a Pitborn Scoundrel in a hurry to somewhere. Merisiel falls back but then trails the Scoundrel at a distance. Having delivered their message, the Scoundrel leaves quickly.

With one potential enemy gone and Captain's Cutlass in hand, Merisiel sneaks into the chamber the Scoundrel just left. With quick and deadly slices from her blade, Merisiel breaks up yet another conspiracy, killing both Traitor and Cultists before they could react.

Merisiel stays at the Garrison just long enough to hoist her newly acquired Knight's Pennon on top.

Closed Gray Garrison!
For the rest of the scenario, the difficulty of checks to defeat monsters that have the Cultist trait by characters at any location is decreased by 2.


Deck Handler

Turn Order: Merisiel/Nathan Davis, Crowe/MauveAvengr, Kess/dinketry, Mother Myrtle/Bigguyinblack, Erasmus/Abraham Z.,
Out of Turn Updates: Receive 1 mythic charge from Erasmus

Turn: Turn 12 - Blessing of Shax

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

SOT: N/a

Move: Stay at Defender's Heart

Explore: Mongrel Traitor

Mongrel Traitor:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Random monster from the box: Incubus -> Combat 15.

For combat, reveal Gallivance and bury Longsword to do Melee+1d6+1+Arcane. Spend 1 Mythic Charge to replace highest dice with 1d20. Difficulty decreased by 3 due to Mongrel Village.

Combat 15-3=12: 1d20 + 1d6 + 1 + 1d8 + 3 ⇒ (6) + (4) + 1 + (7) + 3 = 21

Check successful. Give Erasmus 1 Mythic Charge. Now can attempt to close. Summon and acquire an ally. Summon Bat.

Bat:
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.

Survival 6: 1d6 + 3 ⇒ (6) + 3 = 9

Acquired! Crowe will move (using his power to move when he defeats a monster) to where Erasmus wants to go next turn (will ask in Discord).

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Cavern
Acquired: N/a
Banished: Defender's Heart Card 1: Mongrel Traitor
Examined: N/a
Random Card(s) Used: Random Ally 1: Bat
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): Erasmus gains 1 Mythic Charge. For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.

Crowe wrote:

Hand: Katana +1, Gallivance, Spellcharger Jerkin, Flame Staff, Bat,

Displayed:
Deck: 9 Discard: 7 Buried: 1
Current Location: Defender's Heart
Hero Points: 2
2-2A Hero Point not used
Mythic Charges: 2
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, Magic Weapon, Blessing of Erastil
Recharged: Cat-o'-Nine-Tails, Earthbreaker, Strength, Compass, Blessing of the Samurai, Apprentice,
Discard Pile: Blessing of Gorum, Commander's Field Plate, Vulture, Blessing of Kols, Surgeon, Cold Iron Longsword, Leather Armor,
Buried Pile: Longsword,

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

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.

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


Deck Handler

The hour is of Torag. Move to the Torture Chamber.

Kess heads for the dungeons of the garrison, convinced that the queen had been kidnapped while she battled the mongrel villain to a standstill. Descending into the dungeons, the brawler spies a hideous-looking chamber filled with blood-spattered devices of torture. She makes a beeline for it.

Free explore and encounter Baleful Shadows. Ugh. I'm not the person for this one.

"Queen Galfrey?!" Kess explores the darkened room, unaware of the shadows darkening around her.

Wisdom (11) Check: 1d4 ⇒ 2 Auto-FAIL! Summon and encounter Wight.

Wight:

Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.

Discard Wolfhide Armor for BYA cold damage. Reveal Iron Knuckles. Knight's Pennon to provide a boost and reveal Athlete for another boost.

A wight screeches and races out of the shadows at Kess, its cold aura biting at the brawler.

Combat (14) Check: 1d10 + 3 + 1 + 1d12 + 1d4 + 1 + 1 ⇒ (3) + 3 + 1 + (6) + (3) + 1 + 1 = 18 SUCCESS! Heal Wolfhide Armor. Barrier is undefeated and shuffled back in. Discard Fencer to explore again with a boost to combats. Encounter random card.

Which card?: 1d11 ⇒ 8 Spiked Pit Trap. Recharge Athlete for a boost to this.

Acrobatics (8) Check: 1d6 + 1 + 1d6 ⇒ (6) + 1 + (2) = 9 SUCCESS! Free explore of random card.

Which card (reroll 8)?: 1d11 ⇒ 7 Accursed Priest. Reveal Iron Knuckles. Knight's Pennon helps as well.

Combat (13) Check: 1d10 + 1 + 3 + 1d12 + 1d4 + 1 ⇒ (5) + 1 + 3 + (11) + (1) + 1 = 22 SUCCESS! Heal Fencer. End turn. Reset hand.

A whirlwind of action and undead foes assail Kess, threatening to throw her into a spiked iron maiden-like pit in the ground. The brawler has other ideas, reducing the undead monsters to body parts and twitching torsos.

"I can't believe I've lost her!" Kess frets.

Kess wrote:

Hand: Mattock, Kamilo Dann, Helm of the Valkyrie, Iron Knuckles, Blessing of Torag,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Cavern
Hero Points: 2
Mythic Charges: 2
NOTES:
Available Support: Blessing is available for use.
Other: Always available to take local combats.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wolfhide Armor, Retainer, Trapsmith Gloves, Athlete, Scale of Disguise, Bronzed Leather, Guide, Staff of Minor Healing, Leather Armor, White War Paint, Blessing of the Quartermaster, Blessing of Lamashtu, Fencer, Smith
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 +2 mythic charges
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +1
Constitution d8 ☑ +1 ☐ +2 ☐ +3 +2 mythic charges
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:

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).

Guardian
Add your number of mythic charges to your Strength or Constitution check. Add your number of mythic charges to your Strength or Constitution check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and you may reroll and dice that rolled a 1; take the new result.

When a character is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing requirement and automatically closes the location.


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

Off turn: bury Knight's Pennon

Merisiel wrote:

Hand: Captain's Cutlass, Keen Rapier, Quick-Change Mask, Blessing of the Spy 2,

Displayed: Armor of Insults,
Deck: 4 Discard: 3 Buried: 4
Current Location: Cell
Hero Points: 2
Mythic Charges: 2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Snakebite Dagger, Lockpick Shield, Mouse, Magnifying Glass,
Discard Pile: Marianix Karn, Spyglass, Blessing of the Spy 1,
Buried Pile: Thieves' Tools, Raconteur, Blessing of Asmodeus, Knight's Pennon,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 +2 mythic charges
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2 +2 mythic charges
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.

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


Deck Handler

Fixes for Kess’ turn: spend shirt reroll on the lower 1d6 of the Spiked Pit Trap.

Reroll: 1d6 ⇒ 3 + 6 + 1 = SUCCESS!

Bury Wolfhide Armor.


deck handler

Blessing of Deskari in effect.

Bilious Bottle: 1d4 ⇒ 1
poison damage: 1d4 + 1 ⇒ (1) + 1 = 2

Erasmus rolls for the bottle.

Apparently Elixir of Energy Resistance doesn't stop poison. Discard Blast Stone (Core) and Immolate (Core).

Cell Card 1: Druid of the Storm:

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

Kess discards Blessing of Torag.

charisma 9 blessed by Torag, aided by Defender's Heart bonus: 2d6 + 2 + 1 ⇒ (2, 2) + 2 + 1 = 7
product reroll on a 2: 1d6 ⇒ 3

8 still fails.

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

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Elixir of Healing: Craft 6: 1d12 + 6 ⇒ (9) + 6 = 15 -> Elixir of Healing recharged.

Mother Myrtle resets their hand.

Mother Myrtle wrote:

Hand: Immolate (Core), Acid Flask (Core) 2, Droogami (Core), Researcher, Sonic Blast, Blessing of Abadar,

Displayed: Magic Hide Armor, Elixir of Energy Resistance,
Deck: 10 Discard: 1 Buried: 0
"Current Location: Cell
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: used
Hierophant mythic charges 2/2:

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

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.

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

Blessing of Abadar: Discard to bless or to bless twice on a check vs barriers.

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), Porcupine (Core), Blessing of the Elements 1, Fire Bolt, Blessing of the Elements 2, Acid Flask (Core) 1, Smoke Bomb, Blast Stone (Core), Dog (Core)
Recharged: Elixir of Healing,
Discard Pile: Padded Armor,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Knowledge Intelligence +2"
(Arcane: Wisdom +1d4)
"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.

Cell card 1 banished.

Ereasmus rolls for Bilious Bottle.

Kess discards Blessing of Torag.


Blessing of Pulura was discarded from the hourglass for the unacquired ally on Mother Myrtle's turn.

During This Adventure:

Servitor Demon:
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.

During This Scenario: When you fail to acquire an ally, discard the top card of the blessings deck.
After closing 1 location, summon and build the location Mongrel Village and shuffle the villain Gangrel Fiendsplicer into its location deck.

Additional Rules:

Villain:
Gangrel Fiendsplicer
Spoiler:
Villain 2
Type: Monster
Traits: Demon Mongrel Wizard
To Defeat: Combat See below THEN Combat See below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box. Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced. If undefeated, each character must bury a card from her discard pile.

Henchmen:
Wenduag
Spoiler:
Henchman 1
Type: Monster
Traits: Mongrel Ranger
To Defeat: Combat 0
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box. Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location. If defeated, you may immediately attempt to close the location this henchman came from.

Mongrel Traitor
Spoiler:
Henchman 1
Type: Monster
Traits: Mongrel Soldier
To Defeat: Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box. In undefeated, bury 1 random card from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.

To win, defeat and corner Gangrel Fiendsplicer.

Party Tracker

Scenario Level (#): 2

Turn: 15, Erasmus/AbrahamZ.

Random Cards:

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

Spoiler:
Blasphemous Priest
WotR
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Spoiler:
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_

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

Spoiler:
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.

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

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

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

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

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

Spoiler:
Heat Metal
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Trap or Lock trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

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.

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

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

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

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

Spoiler:
Horn of Battle Clarity
WotR
Item B
Traits:
Instrument
Magic
Elite
To Acquire:
Melee
Ranged
Charisma 7
Recharge this card to add 1d4 to any combat check by a character at your location, or 1d8 if you also reveal an ally or cohort that has the Hireling or Soldier trait.
Discard this card to search your discard pile for an ally or cohort that has the Hireling or Soldier trait from your discard pile. Shuffle it into your deck.

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

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:
Minotaur Mercenary
WotR
Ally 2
Traits:
Minotaur
Hireling
Elite
To Acquire:
Banish a
weapon 0
On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.

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

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 14

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 1 Merisiel/NathanDavis
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 2 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 2 Crowe/MauveAvenger
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Kess/dinketry:
Spoiler:
Hourglass Card 3 Kess/dinketry
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 4 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 5 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 5 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 6 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 6 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 7 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 7 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 8 Kess/dinketry:
Spoiler:
Hourglass Card 8 Kess/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 9 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 9 MotherMyrtle/Bigguyinblack
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 10 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 10 Erasmus/AbrahamZ.
Blessing of 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 11 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 11 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 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 Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 14 MotherMyrtle/Bigguyinblack
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Mother Myrtle, Mongrel Traitor, Wolf, Dire Rat

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

Cell 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.
Cell Card 2:
Gangrel Fiendsplicer
None
Villain 2
Type: Monster
Traits:
Demon
Mongrel
Wizard
To Defeat:
Combat See below
THEN Combat See below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from her discard pile.
Cell Card 3:
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_
Cell Card 4:
Wolf
WotR
Ally 2
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
Cell Card 5:
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.
Cell Card 6:
Unholy Aspergillum +3
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Cell Card 7:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

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

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

Location #4: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Kess, Mongrel Traitor, Baleful Shadows

Torture Chamber Card 1:
Spectre
WotR
Monster 2
Traits:
Undead
Incorporeal
Elite
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask_
Torture Chamber Card 2:
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.
Torture Chamber Card 3:
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.
Torture Chamber Card 4:
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.
Torture Chamber Card 5:
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.
Torture Chamber Card 6:
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.
Torture Chamber Card 7:
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_
Torture Chamber Card 8:
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.
Torture Chamber Card 9:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Cavern
Closed
At This Location: At the end of your turn, move to a random location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: Gray Garrison
Closed
At This Location: For the rest of the scenario, the difficulty of checks to defeat monsters that have the Cultist trait by characters at any location is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Merisiel, Crowe

Location #7: Mongrel Village
Closed
At This Location: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kess


Deck Handler

On Crowe's turn: receive 1 mythic charge.

It is the hour of Abraxas

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

Move to: Torture Chamber
Location Power: Combat or Fire damage dealt to you is increased by 1d4.

Free exploration

Torture Chamber Card 1 is Spectre:

WotR
Monster 2
Traits:
Undead
Incorporeal
Elite
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask_

Display Spirit Surge to Recovery to draw 3 cards: Sign of the Lantern Bearer, Mind Thrust, Harrow Deck.

Reveal Missing Eye (which has the Magic trait)
Combat 11: 1d6 + 1d4 + 2 + 2 + 1d8 + 1 + 1 ⇒ (3) + (1) + 2 + 2 + (1) + 1 + 1 = 11 Whew, close but good enough - banished

Banish Harrow Deck to Recovery to examine top three cards of Torture Chamber and return them in any order: Magic Half-Plate, Baleful Shadows, Quadnys Orlun. Reorder as Half-Plate, Quadnys Orlun, Shadows

Discard Recharge Sign of the Lantern Bearer to explore

Torture Chamber Card 2 is 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.

Fort 4: 1d6 + 1d4 + 2 + 1 ⇒ (6) + (3) + 2 + 1 = 12

Recharge Leshykineticist and discard Mind Thrust to explore

Torture Chamber top card is Quadnys Orlun (card 4):

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.

Defenders Heart Power: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
Arcane 6: 1d8 + 1 + 2 + 1 + 1 ⇒ (2) + 1 + 2 + 1 + 1 = 7

End turn
Spirit Surge: at the end of your turn, you are dealt 1 dmg that cannot be reduced. Discard Quadnus

Recovery Phase:
Recharge Harrow Deck? Perception 12: 1d6 + 5 + 1 ⇒ (3) + 5 + 1 = 9 Buried
Recharge Spirit Surge? Perception 7: 1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7 Recharged

Reset Hand, drawing 3.

Turn Summary:
* Torture Chamber cards 1, 2, and 4 are gone.
* Top card of Torture chamber is card 3 and is known: Baleful Shadows

Erasmus wrote:

Hand: The Missing Eye, Quarterstaff of Vaulting (Core), Magic Half-Plate, Apprentice, Scribe,

Displayed: Spirit Relatives (Nissa),
Deck: 7 Discard: 8 Buried: 2
Current Location: Torture Chamber
Hero Points: 2
Tshirt Reroll: Available
Mythic Charges: 2
NOTES:
Available Support: Blessings always available unless otherwise noted

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Green Faith 2, Cloud Puff, Stalking Armor
Recharged: Blue Star, Sign of the Lantern Bearer, Leshykineticist, Spirit Surge,
Discard Pile: Silver Raven Figurine, Force Missile (Core), Sign of the Pack, Blessing of the Green Faith 1, Blessing of the Elements, Mendevian Crusader, Mind Thrust, Quadnys Orlun,
Buried Pile: Sacred Prism, Harrow Deck,

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

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

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


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

Hour of Abraxas

Move to Torture Chamber. Free explore and encounter Baleful Shadows
Recharge Captain's Cutlass

Stealth 11: 1d12 + 6 + 1d6 ⇒ (5) + 6 + (5) = 16 Banished!

Discard Blessing of the Spy to explore/bless and encounter Retainer
Blessing of the Spy and Defender's Heart

Charisma 4: 1d8 + 1d8 + 1 ⇒ (5) + (8) + 1 = 14 Acquired!

Discard Retainer to explore and encounter Temptation of Lucre
Potion of Striding
Codex
Knight's Pennon We have a winner
Draw Knight's Pennon. Everyone must discard a card from their deck
Discard Snakebite Dagger from deck.


Recharge Quick-Change Mask to recharge random ally: Marianix Karn

Merisiel wrote:

Hand: Keen Rapier, Lockpick Shield, Knight's Pennon 2, Magnifying Glass, Mouse,

Displayed: Armor of Insults,
Deck: 3 Discard: 5 Buried: 4
Current Location: Torture Chamber
Hero Points: 2
Mythic Charges: 2
NOTES:
Available Support: Knight's Pennon: When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait.
Other: Mouse: Local Dexterity or Stealth: 1d4.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Captain's Cutlass, Quick-Change Mask, Marianix Karn,
Discard Pile: Spyglass, Blessing of the Spy 1, Blessing of the Spy 2, Retainer, Snakebite Dagger,
Buried Pile: Thieves' Tools, Raconteur, Blessing of Asmodeus, Knight's Pennon 1,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 +2 mythic charges
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2 +2 mythic charges
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.

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


Merisiel joins her fellow crusaders in the Torture Chamber. She quickly escorts them past the Baleful Spirits, rescuing a retainer along the way who shows Merisiel a collection of valuables, while not really discussing what happened to the previous owners.
She gleefully takes another Knight's Pennon. She's getting to be quite the collecter. A shudder passes through her and the rest of her companions, but she's sure the feeling will pass.

Everyone Discards a card from their deck thanks to Temptation of the Lucre
Torture Chamber: Banished 3 and 6. Acquired 5.
Drew Knight's Pennon from Random Items (card 3 and banished 1-2)


Deck Handler

Discard Cloud Puff from deck due to Lucre.


Deck Handler

Turn Order: Merisiel/Nathan Davis, Crowe/MauveAvengr, Kess/dinketry, Mother Myrtle/Bigguyinblack, Erasmus/Abraham Z.,
Out of Turn Updates: Discard Flame Staff due to Temptation of Lucre

Turn: Turn 17 - Blessing of Nethys

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

SOT: N/a

Move: Move to Torture Chamber

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 + 3 + 2 + 1d6 + 1 ⇒ (4) + 3 + 2 + (3) + 1 = 13

Defeated. Discard Bat to explore again.

Explore 2: Blessing of Abadar

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

Dexterity 6: 1d6 ⇒ 3

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Cavern -> Torture Chamber
Acquired: N/a
Banished: Torture Chamber Cards 7,8: Worm Demon, Blessing of Abadar
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: Katana +1, Gallivance, Magic Weapon, Spellcharger Jerkin, Blackjacket,

Displayed:
Deck: 7 Discard: 9 Buried: 1
Current Location: Torture Chamber
Hero Points: 2
2-2A Hero Point not used
Mythic Charges: 2
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Erastil
Recharged: Cat-o'-Nine-Tails, Earthbreaker, Strength, Compass, Blessing of the Samurai, Apprentice,
Discard Pile: Blessing of Gorum, Commander's Field Plate, Vulture, Blessing of Kols, Surgeon, Cold Iron Longsword, Leather Armor, Flame Staff, Bat,
Buried Pile: Longsword,

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

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.

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


deck handler

Discard Blessing of the Elements 1 from the top of my deck due to Temptation of Lucre.


Kess must discard a card from her deck, from the Temptation of Lucre on Merisiel’s turn.

During This Adventure:

Servitor Demon:
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.

During This Scenario: When you fail to acquire an ally, discard the top card of the blessings deck.
After closing 1 location, summon and build the location Mongrel Village and shuffle the villain Gangrel Fiendsplicer into its location deck.

Additional Rules:

Villain:
Gangrel Fiendsplicer
Spoiler:
Villain 2
Type: Monster
Traits: Demon Mongrel Wizard
To Defeat: Combat See below THEN Combat See below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box. Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced. If undefeated, each character must bury a card from her discard pile.

Henchmen:
Wenduag
Spoiler:
Henchman 1
Type: Monster
Traits: Mongrel Ranger
To Defeat: Combat 0
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box. Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location. If defeated, you may immediately attempt to close the location this henchman came from.

Mongrel Traitor
Spoiler:
Henchman 1
Type: Monster
Traits: Mongrel Soldier
To Defeat: Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box. In undefeated, bury 1 random card from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.

To win, defeat and corner Gangrel Fiendsplicer.

Party Tracker

Scenario Level (#): 2

Turn: 18, Kess/dinketry

Random Cards:

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

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

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

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

Spoiler:
Rallying Cry
WotR
Barrier 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:
Telekinesis Trap
WotR
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
Arcane
Divine 12
OR Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

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

Weapons
Spoiler:
Javelin of Lightning
WotR
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

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

Spoiler:
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:
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.

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

Spoiler:
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.

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:
Gossamer Shrouds
WotR
Armor 2
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 7
If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

Spoiler:
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:
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.

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:
Carbuncle
WotR
Ally C
Traits:
Aberration
To Acquire:
None 0
When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
When a card would banish this card from your hand, bury this card instead.

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

Current Hour:

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

Hours Remaining: 11

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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 3 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 3 Merisiel/NathanDavis
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 4 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 4 Crowe/MauveAvenger
Blessing of Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Kess/dinketry:
Spoiler:
Hourglass Card 5 Kess/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 6 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 6 MotherMyrtle/Bigguyinblack
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 7 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 7 Erasmus/AbrahamZ.
Blessing of 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 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 Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 11 MotherMyrtle/Bigguyinblack
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Mother Myrtle, Mongrel Traitor, Wolf, Dire Rat, Gangrel Fiendsplicer

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

Cell 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.
Cell Card 2:
Gangrel Fiendsplicer
None
Villain 2
Type: Monster
Traits:
Demon
Mongrel
Wizard
To Defeat:
Combat See below
THEN Combat See below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from her discard pile.
Cell Card 3:
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_
Cell Card 4:
Wolf
WotR
Ally 2
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
Cell Card 5:
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.
Cell Card 6:
Unholy Aspergillum +3
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Cell Card 7:
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

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

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

Location #4: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kess, Erasmus, Merisiel, Crowe

Torture Chamber Card 1 (Mongrel Traitor):
Mongrel Traitor
WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Soldier
To Defeat:
Combat 0
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Cavern
Closed
At This Location: At the end of your turn, move to a random location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: Gray Garrison
Closed
At This Location: For the rest of the scenario, the difficulty of checks to defeat monsters that have the Cultist trait by characters at any location is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #7: Mongrel Village
Closed
At This Location: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:


Deck Handler

Off-turn: discard Fencer on Merisiel's turn.

The hour is of Shelyn. At SOT, make use of mat power to discard card (Mattock) and draw card (Staff of Minor Healing). Recharge it to heal a card.

Which card?: 1d3 ⇒ 3 Mattock. Move to Cell. Before exploration, deal with the Bilious Bottle (Mother Myrtle must do the same).

Bilious Bottle: 1d4 ⇒ 4 Perfect. Discard Helm of the Valkyrie and banish the barrier. Take free explore: Dire Rat. Reveal Iron Knuckles. Knight's Pennon in play.

Combat (8) Check: 1d10 + 1 + 3 + 1d12 + 1d4 + 1 ⇒ (3) + 1 + 3 + (8) + (4) + 1 = 20 SUCCESS! Heal Fencer. Discard Kamilo Dann to explore again with a combat boost: Gangrel Fiendsplicer! When the other location is guarded, I will lose Iron Knuckles the mental damage. Not spoilering the end combat - it's moot. No cards in hand so BYA stuff is moot. Random monster DC for 1st combat: 14. Knight's Pennon in play.

Combat (14) Check: 1d10 + 1 + 3 + 1d12 + 1d4 + 1 ⇒ (2) + 1 + 3 + (5) + (4) + 1 = 16 SUCCESS! Random monster DC for 2nd combat: 9.

Combat (9) Check: 1d10 + 1 + 3 + 1d12 + 1 ⇒ (7) + 1 + 3 + (5) + 1 = 17 SUCCESS!

Kess rushes into the dank prison, crashing through the bottle spewing a venomous gas, squashing a rat beneath her foot, and grabbing the mongrel wizard trying to hide behind the door by the neck. She hefts the villain by his throat up against the wall, growling her words in his face.

"WHERE. IS. THE. QUEEN?"

Kess strangles the life of out of Fiendsplicer, unaware of the rage infusing her muscles with lethal force. She tosses his limp body to the prison floor.

WE WIN!!!!


Gangrel Fiendsplicer shall splice fiends no more! You’ve beaten the demon mongrels back to their holes, and Gundrun is once again a free city—for the nonce, anyway. The de facto leader of the community, Clanleige Martolls Clefthorn, has pledged his small battalion of barbarian warriors to your efforts. “If this Herald is but half of what you describe,” he says, “then he is far more than we have ever seen on Gundrun’s cobblestones.”

You can assure him that his warriors shall return heroes in the war against the Abyss. Henceforth, the Battle of Raliscrad shall be known as the turning point in the tumultuous history of the Worldwound.

Your army is taking shape! As the sun sets, you and your fellow crusaders can rest. On the morrow, there shall be war!

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

Banner of Valor:
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.

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

ACQUIRED CARDS

  • Scribe (Ally 2)
  • Kamilo Dann (Ally 2)
  • Quadnys Orlun (Ally 1)
  • Apprentice (Ally B)
  • Raconteur (Ally B)
  • Retainer (Ally B)
  • Apprentice (Ally B)
  • Bat (Ally B)
  • Mendevian Crusader (Ally B)
  • Vulture (Ally C)

  • Commander's Field Plate (Armor 2)
  • Magic Half-Plate (Armor B)
  • Leather Armor (Armor C)
  • Padded Armor (Armor C)
  • Leather Armor (Armor B)

  • Knight's Pennon (Item 2)
  • Knight's Pennon (Item 2)
  • Trapsmith Gloves (Item B)
  • Silver Raven Figurine (Item B)

  • Cold Iron Longsword (Weapon 1)


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

Next Scenario...

Starting at Mother Myrtle's Location
Replacing Magnifying Glass with Sacred Prism

Merisiel wrote:

Hand: Thieves' Tools, Quick-Change Mask, Smoke Bomb, Sacred Prism, Sorrowsoul, Blessing of the Spy 2,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Mother Myrtle's Location
Hero Points: 2
Mythic Charges: 2
NOTES:
Available Support: Sorrowsoul: After roll, recharge to add 1 for each die that is a 1 or 2. If the check invokes the Cold or Undead trait, add an additional 1.
Sacred Prism: Local - add the Magic trait to any check

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mouse, Captain's Cutlass, Blessing of Asmodeus, Snakebite Dagger, Spyglass, Keen Rapier, Blessing of Abadar, Armor of Insults, Lockpick Shield, Blessing of the Spy 1
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 +2 mythic charges
Acrobatics: Dexterity + 2
Disable: Dexterity + 2
Stealth: Dexterity + 2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2 +2 mythic charges
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.

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


Scenario B: Merrily We Roll Along

From Gundrun they come, their armored feet marching upon the despoiled ground of the Worldwound. From the shores of Lake Bonomora and the hamlets along the Silverscale River… from scattered enclaves on the edge of the Shudderwood, not far from the werewolf bayings at Moonscream Glade. This is an army, my friends, and it is about to reclaim its home.

These citizens of the fractured Worldwound are bolstered by the stalwart Knights of Kenabres, who have ventured far from their safe abode to deal a mighty blow against the enemy. The Knights form the finest fighting force in Mendev, and they will not return home without the heads of demons on their pikes.

The Herald of Iomedae addresses you all. “Forthwith, we shall strike at the heart of our foes!” he proclaims. “But first, we must first clear this valley of a terrible threat. This land is ruled by the Blight Druid, a horrid undead mockery of nature. He rallies legions of the risen dead against us. We must bravely soldier through this blighted land!

“Beyond is Ghalcor’s Tower. Legends speak of Ghalcor’s Tower as the location of a powerful, never-deployed weapon prepared during the First Crusade’s last days and subsequently lost when a wave of demons fell upon crusaders from Storasta. According to the fragments of lore we still have, an Iomedaean cleric named Ghalcor led the crusading engineers who conceived of this weapon. He and his men died in the assault, unable to bring their weapon to bear against the marauding demons. They had built complex fail-safe procedures they prevent it from falling into demonic hands, but ultimately, those safeguards led to their failure in battle.

“We do not know what this weapon is. But we will gain it and turn it upon the darkling ones ere the morning sun rises!”

DURING THIS SCENARIO
When an Undead Company is defeated, display it next to the scenario.
The difficulty of checks to defeat the Blight Druid is increased by the number of displayed Undead Companies.

Cohort: Nurah Dendiwhar:
Cohort 2
Traits:
Halfling
Bard
Mendevian

Recharge this card to add 1d4+1 to any check by a character at your location, then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card.
Recharge this card to explore your location. During this exploration, add 1d4+1 to your first check. Then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card.


During This Adventure:

Servitor Demon:
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.

During This Scenario: When an Undead Company is defeated, display it next to the scenario.
The difficulty of checks to defeat the Blight Druid is increased by the number of displayed Undead Companies.

Additional Rules:

Villain:
Blight Druid
Spoiler:
Villain 2
Type: Monster
Traits: Druid Undead
To Defeat: Combat 20 OR Divine 15
The Blight Druid is immune to the Fire, Mental, and Poison traits. If the check to defeat has the Bludgeoning trait, add 1d8. When you encounter this card, locations that have the Abyssal trait cannot be temporarily closed. Before you act, each character at this location is dealt 1d4 Poison damage then buries a card from his discard pile.

Henchmen:
Ghalcor
Spoiler:
WotR Henchman B
Type: Monster
Traits: Undead Incorporeal Wraith Cleric
To Defeat: Combat 12 OR Wisdom Divine 10
Ghalcor is immune to the Mental and Poison traits. If the check to defeat doesn not have the Magic trait, Ghalcor is undefeated. When you attempt a check to defeat Chalcor, after you attempt the roll, roll 1d6. On a 1 or 2, start the check over. Cards played on the previous check do not affect the new check. If defeated, you may immediately attempt to close the location this henchman came from.

Undead Company
Spoiler:
WotR Henchman 2
Type: Barrier
Traits: Army Skirmish Undead Ghoul
To Defeat: Combat Combat Divine 16 OR Melee Stealth Fortitude 12
The Undead Company is immune to the Mental and Poison traits. Each character attempts a different check to defeat; if any character fails, the barrier is undefeated. If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn. If defeated, you may immediately close the location this henchman came from.

Displayed Undead Companies: 0

Party Tracker

Scenario Level (#): 2

Location #1: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

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

Location #3: Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here:

Location #4: Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here:

Location #5: Wounded Lands
Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Location #6: Collapsing Bridge
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 1
Located/Displayed Here:

Location #7: Abyssal River
Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:


Deck Handler

Crowe will start with Erasmus

Upgrade Longsword to Shieldsplitter Lance

Crowe wrote:

Hand: Cat-o'-Nine-Tails, Gallivance, Earthbreaker, Blessing of Gorum, Blessing of the Samurai,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: w/ Erasmus
Hero Points: 2
2-2A Hero Point not used
Mythic Charges: 2
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): Shieldsplitter Lance, Blessing of Erastil, Blessing of Kols, Surgeon, Katana +1, Compass, Lightning Touch, Spellcharger Jerkin, Magic Weapon, Blackjacket, Strength, Flame Staff
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapons ☐ Armors
POWERS:
You may bury a card to add 1d10 (☐ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card 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.

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

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