[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


301 to 350 of 1,318 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

After destroying legions of zombies and skeletons, your army is intact. Many have suffered wounds, but morale remains high. Your leader addresses you all. “We have sent this so-called Blight Druid to his final rest,” the Herald says. “But Ghalcor has escaped. Fortunately, we’ve broken the back of his undead horde and gained the mighty weapon Soulshear. We are clear to march through the Forest of Embers and cross the Sarkora River. Then our road is but a downward slope to Raliscrad.” The Forest of Ebers does not sound like a pleasant place, but with the Herald of Iomedae at your side, little can frighten you in these dark lands.

REWARD
Each character gains a medal on the troop Knights of Kenabres.

Knights of Kenabres:
Troop 2
While displayed, you may add 1d6 to your check to defeat a barrier that has the Army trait that uses one of the following checks:
[] Righteous Medal of Valor: Strength
[] Righteous Medal of Agility: Dexterity
[] Righteous Medal of Vigor: Constitution
[] Righteous Medal of Clarity: Intelligence
[] Righteous Medal of Spirit: Wisdom
[] Righteous Medal of Command: Charisma

HERO POINT
Each character earns 1 Hero Point.
Crowe and Kess may spend it on a Skill or Power feat.
Erasmus, Merisiel, and Mother Myrtle may spend it on a Skill or Card feat.

ACQUIRED CARDS

  • Wolf (Ally 2)
  • Warhorse (Ally 2)
  • Druid of the Storm (Ally 2)
  • Carbuncle (Ally C)

  • Blessing of Shax (Blessing B)
  • Blessing of Pulura (Blessing C)
  • Blessing of Shelyn (Blessing B)
  • Blessing of Ascension (Blessing B)

  • Lymirin Discourses (Item 2)
  • Nahyndrian Elixer (Item 2)

  • Viper Strike (Spell B)

  • Glaive +1 (Weapon B)
  • Shortbow (Weapon B)
  • Longspear (Weapon B)


Scenario C: Into the Woods

The Forest of Soldiers was a lush and idyllic expanse in the former nation of Sarkoris. You could hear the trees sing songs of battle and triumph. If only we could hear those songs today…”

These are the words of Nurah Dendiwhar, Queen Galfrey’s trusted historian. The half ling bard has accompanied the Herald of Iomedae’s host into the Worldwound on this most critical of missions. She is here to inspire the troops and to chronicle their victories.

“Now,” she says, “these lands are known as the Forest of Embers. The trees are burned and twisted, and nary a bird can be heard in their branches. Not one you’d want to see, anyway.” You and Nurah have been dispatched on an essential task: you must find a way through the Forest of Embers so the Herald’s army can move on Raliscrad unmolested. Moving a company this large through the forest undetected will be difficult, but if you can find the way, many lives will be spared. Then you can attack Raliscrad with an indomitable force.

Along the route, many patrols of demons lie in wait, tasked with thwarting exactly what you hope to accomplish today. Avoid as many as possible, for the clash of arms may bring more demons to the fray.

“Listen!” Nurah gasps in alarm. “The songs of the woods are returning! It is faint, but unmistakable!”

You hear nothing, but if an honorable a bard can hear it, it must be there. Inspired, you walk deeper into the woods.

DURING THIS SCENARIO
When a character encounters a bane, any character may recharge a blessing to allow that character to evade the bane.
At the end of your turn, you may examine the top or bottom card of your location deck.
To win this scenario, close all locations.

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 a character encounters a bane, any character may recharge a blessing to allow that character to evade the bane.
At the end of your turn, you may examine the top or bottom card of your location deck.

Additional Rules: Villain: None

Henchmen:
Janeamine
Spoiler:
Henchman 2
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 17 OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait. If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand. If defeated, you may immediately attempt to close the location this henchman came from.

Demon Patrol
Spoiler:
Henchman 2
Type: Monster
Traits: Demon Outsider Skirmish
To Defeat: Dexterity Perception Stealth 10 OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni. If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

To win this scenario, close all locations.

Party Tracker

Scenario Level (#): 2

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

Location #2: 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 #3: 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 #4: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:

Location #5: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Location #6: Abyssal River
Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:

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


Deck Handler

Kess will start at the Cavern.

Kess wrote:

Hand: Helm of the Valkyrie, Bronzed Leather, Scale of Disguise, Fencer, Blessing of Lamashtu,

Displayed: White War Paint,
Deck: 11 Discard: 0 Buried: 0
Current Location: Cavern
Hero Points: 1
Mythic Charges: 2
NOTES:
Available Support: Blessing if you need it. Fencer lets me take a local combat.
Other: Always available to take local combats.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wolfhide Armor, Blessing of Torag, Master Cartman, Blessing of the Quartermaster, Guide, Iron Knuckles, Banner of Valor, Retainer, Cook, Smith, Staff of Minor Healing
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

Loot: Replace Magnifying Glass with Sacred Prism

Starting at Mother Myrtle's Location

Merisiel wrote:

Hand: Snakebite Dagger, Captain's Cutlass, Sacred Prism, Mouse, Blessing of the Spy 2,

Displayed: Armor of Insults,
Deck: 11 Discard: 0 Buried: 0
Current Location: Cemetary
Hero Points: 2
Mythic Charges: 2
NOTES:
Available Support: Mouse: Local Dexterity or Stealth: 1d4.
Sacred Prism: Local - add the Magic trait to any check
Snakebite Dagger: Local d4 for Combat
Captain's Cutlass: Local Reduce 2 Combat Damage

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Lockpick Shield, Thieves' Tools, Quick-Change Mask, Blessing of the Spy 1, Blessing of Abadar, Spyglass, Keen Rapier, Sorrowsoul, Smoke Bomb, Priest of Abadar, Blessing of Asmodeus
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.

Knights of Kenabres

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


Display Armor of Insults on first turn


Deck Handler

Crowe will start with Erasmus

Upgrade Flame Staff to Gem of Physical Prowess

Will start with Nurah Dendiwhar as a Cohort

Crowe wrote:

Hand: Gallivance, Strength, Gem of Physical Prowess, Surgeon, Blessing of the Samurai, Nurah Dendiwhar,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Cemetery
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): Magic Weapon, Shieldsplitter Lance, Blessing of Kols, Spellcharger Jerkin, Blackjacket, Lightning Touch, Cat-o'-Nine-Tails, Earthbreaker, Katana +1, Compass, Blessing of Gorum, Blessing of Erastil
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.

Knights of Kenabres

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


deck handler

Starting location Dark Forest.

Mother Myrtle wrote:

Hand: Elixir of Focus, Porcupine (Core), Droogami (Core), Immolate (Core), Cure, Dog (Core),

Displayed:
Deck: 11 Discard: 0 Buried: 0
"Current Location: Dark Forest
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use. Holding on to Immolate.
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.

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

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

"

Deck, Discard, Buried:

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

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

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


Deck Handler

Erasmus will start at Dark Forest (in case I draw Angelstep again, so I can hand it to MM)

Erasmus wrote:

Hand: The Missing Eye, Spirit Surge, Blue Star, Leshykineticist, Blessing of the Elements,

Displayed: Spirit Relatives (Nissa),
Deck: 12 Discard: 0 Buried: 0
Current Location: Dark Forest
Hero Points: 2
Tshirt Reroll: Available
Mythic Charges: 2
NOTES:
Available Support: Blessings always available unless otherwise noted

Blue Star: bury to add 1d6 + Poison to local combat (only if needed because will not recharge)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sign of the Lantern Bearer, Blessing of the Green Faith 1, Stalking Armor, Blessing of the Green Faith 2, Cloud Puff, Harrow Deck, Mind Thrust, Angelstep, Verdant Rager, Quarterstaff of Vaulting (Core), Sign of the Pack, Force Missile (Core)
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 ([X] 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 a character encounters a bane, any character may recharge a blessing to allow that character to evade the bane.
At the end of your turn, you may examine the top or bottom card of your location deck.

Additional Rules: Villain: None

Henchmen:
Janeamine
Spoiler:
Henchman 2
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 17 OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait. If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand. If defeated, you may immediately attempt to close the location this henchman came from.

Demon Patrol
Spoiler:
Henchman 2
Type: Monster
Traits: Demon Outsider Skirmish
To Defeat: Dexterity Perception Stealth 10 OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni. If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

To win this scenario, close all locations.

Party Tracker

Scenario Level (#): 2

Turn: 1, Crowe/MauveAvenger

Random Cards:

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

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

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

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

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

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

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

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

Spells
Spoiler:
Weapon of Awe
WotR
Spell 1
Traits:
Magic
Divine
Elite
To Acquire:
Wisdom
Divine 6
Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard 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:
Enchanted Fang
WotR
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

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:
Agility
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 Dexterity checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

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

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

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

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

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

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

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

Spoiler:
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:
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.

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

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

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

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

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

Dark Forest Card 1:
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.
Dark Forest Card 2:
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.
Dark Forest Card 3:
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.
Dark Forest Card 4:
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.
Dark Forest Card 5:
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_
Dark Forest Card 6:
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.
Dark Forest Card 7:
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.
Dark Forest Card 8:
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.
Dark Forest Card 9:
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.
Dark Forest Card 10:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Location #2: 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: Kess
Cavern Card 1:
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.
Cavern Card 2:
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.
Cavern Card 3:
Corroded Helm
WotR
Armor B
Traits:
Heavy Armor
Corrupted
Elite
To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
Cavern Card 4:
Baleful Shadows
WotR
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.
Cavern Card 5:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cavern Card 6:
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_
Cavern Card 7:
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.
Cavern Card 8:
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.
Cavern Card 9:
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 10:
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_

Location #3: 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:
Wounded Lands Card 1:
Giant Cockroach
WotR
Monster B
Traits:
Vermin
Basic
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.
Wounded Lands Card 2:
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.
Wounded Lands Card 3:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Wounded Lands Card 4:
Spiked Pit Trap
WotR
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Wounded Lands Card 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.
Wounded Lands Card 6:
Holy Phylactery
WotR
Item B
Traits:
Object
Divine
Veteran
To Acquire:
Divine 6
The difficulty of the check to acquire this card is increased by the scenario's adventure deck number.
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter.
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it.
Wounded Lands 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.
Wounded Lands Card 8:
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.
Wounded Lands Card 9:
Sin Seeker
WotR
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.
Wounded Lands Card 10:
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_

Location #4: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:
Molten Pool Card 1:
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.
Molten Pool Card 2:
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_
Molten Pool Card 3:
Scizore
WotR
Weapon C
Traits:
Scizore
Shield
Melee
Piercing
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
Molten Pool Card 4:
Rallying Cry
WotR
Barrier B
Traits:
Task
Cache
To Defeat:
None 0
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Molten Pool Card 5:
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.
Molten Pool Card 6:
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.
Molten Pool Card 7:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Molten Pool Card 8:
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.
Molten Pool Card 9:
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.
Molten Pool Card 10:
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_

Location #5: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:
Canyon Card 1:
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.
Canyon Card 2:
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_
Canyon Card 3:
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.
Canyon Card 4:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Canyon Card 5:
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.
Canyon Card 6:
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.
Canyon Card 7:
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.
Canyon Card 8:
Kimroth Otai
WotR
Ally 1
Traits:
Human
Fighter
To Acquire:
Charisma
Diplomacy 7
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.
Canyon Card 9:
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_
Canyon Card 10:
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.

Location #6: Abyssal River
Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:
Abyssal River Card 1:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Abyssal River Card 2:
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.
Abyssal River Card 3:
Temptation of Attraction
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Abyssal River Card 4:
Bat
WotR
Ally C
Traits:
Animal
Elite
To Acquire:
WisdomSurvival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your first Ranged or Survival check.
Abyssal River Card 5:
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.
Abyssal River Card 6:
Blessing of Abadar
WotR
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Abyssal River Card 7:
Arboreal Blight
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Abyssal River Card 8:
Ghoul
WotR
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Abyssal River Card 9:
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.
Abyssal River Card 10:
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_

Location #7: Sanctum
Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M: 3 Ba: 1 W: 2 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
Sanctum Card 1:
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.
Sanctum Card 2:
Demonic Fly
WotR
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
Sanctum Card 3:
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.
Sanctum Card 4:
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.
Sanctum Card 5:
Janeamine
WotR
Henchman 2
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 17
OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait.
If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand.
If defeated, you may immediately attempt to close the location this henchman came from.
Sanctum 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_
Sanctum Card 7:
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.
Sanctum Card 8:
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.
Sanctum Card 9:
Vampire Spawn
WotR
Monster B
Traits:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
Sanctum Card 10:
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.


Deck Handler

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

Turn: Turn 1 - Blessing of Ascension

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

SOT: N/a

Move: Stay at Dark Forest

Explore:

Examine top two cards. Encounter 1, shuffle 1 into deck.

-Wooden Shield

Wooden Shield:
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.

-Book of the Loremaster

Book of the Loremaster:
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.

Encounter Wooden Shield

Fortitude 4: 1d6 + 2 ⇒ (5) + 2 = 7

Acquired. Discard Blessing of the Samurai to explore again.

Explore 2:

Top Card: 1d9 + 1 ⇒ (6) + 1 = 7 -> Unearthly Aim
Second Card: 1d9 + 1 ⇒ (6) + 1 = 7
Second Card (reroll): 1d9 + 1 ⇒ (1) + 1 = 2 Book of the Loremaster

Encounter Unearthly Aim, shuffle Book of the Loremaster back into deck.

Unearthly Aim:
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.

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

Acquired. Discard Surgeon to explore again.

Explore 3

Top Card (reroll 7): 1d9 + 1 ⇒ (1) + 1 = 2 -> Book of the Loremaster
Second Card (reroll 2, 7): 1d9 + 1 ⇒ (4) + 1 = 5 -> Cave Lizard

Encounter Cave Lizard, shuffle Book of the Loremaster back into deck.

Cave Lizard:
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_

Reveal Gallivance to do Melee+1d6+1.

Combat 11: 1d12 + 3 + 2 + 1d6 + 1 ⇒ (4) + 3 + 2 + (2) + 1 = 12

Defeated. Cave Lizard lets Crowe explore again if defeated during exploration. Crowe will explore again.

Explore 4:

Top Card (reroll 5,7): 1d9 + 1 ⇒ (3) + 1 = 4 -> Telekinesis Trap
Second Card (reroll 4, 5,7): 1d9 + 1 ⇒ (6) + 1 = 7 -> reroll
Second Card (reroll 4, 5,7): 1d9 + 1 ⇒ (1) + 1 = 2 -> Book of the Loremaster

Encounter Telekinesis Trap, shuffle Book of the Loremaster back into deck.

Telekinesis Trap:
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.

Spend 1 Mythic charge.

Arcane 12: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17

Defeated! Give 1 Mythic charge to Erasmus

End Turn: Reset hand. May examine top card of location.

Top card (reroll 4,5,7): 1d9 + 1 ⇒ (7) + 1 = 8

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.

Recovery: N/a

[u]Summary[/u]:
Move: Dark Forest
Acquired: Dark Forest Card 1,7: Wooden Shield, Unearthly Aim
Banished: Dark Forest Card 4,5: Telekinesis Trap, Cave Lizard
Examined: Dark Forest Card 2,8: Book of the Loremaster, Blessing of Deskari
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): Give 1 Mythic Charge to Erasmus

Crowe wrote:

Hand: Gallivance, Strength, Unearthly Aim, Gem of Physical Prowess, Nurah Dendiwhar,

Displayed:
Deck: 14 Discard: 1 Buried: 0
Current Location: Dark Forest
Hero Points: 2
2-2A Hero Point not used
Mythic Charges: 1
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, Magic Weapon, Blessing of Gorum, Earthbreaker, Blackjacket, Blessing of Kols, Lightning Touch, Compass, Katana +1, Surgeon, Wooden Shield, Blessing of Erastil, Cat-o'-Nine-Tails, Spellcharger Jerkin
Recharged:
Discard Pile: Blessing of the Samurai,
Buried Pile:

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 +1 mythic charge
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 +1 mythic charge

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.

Knights of Kenabres

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


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 a character encounters a bane, any character may recharge a blessing to allow that character to evade the bane.
At the end of your turn, you may examine the top or bottom card of your location deck.

Additional Rules: Villain: None

Henchmen:
Janeamine
Spoiler:
Henchman 2
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 17 OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait. If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand. If defeated, you may immediately attempt to close the location this henchman came from.

Demon Patrol
Spoiler:
Henchman 2
Type: Monster
Traits: Demon Outsider Skirmish
To Defeat: Dexterity Perception Stealth 10 OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni. If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

To win this scenario, close all locations.

Party Tracker

Scenario Level (#): 2

Turn: 2, Kess/dinketry

Random Cards:

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

Spoiler:
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:
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:
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_

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

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

Spoiler:
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.

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

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

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

Spoiler:
Flaming Heavy Pick +1
WotR
Weapon C
Traits:
Pick
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

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

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

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

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

Spoiler:
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.

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

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

Spoiler:
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:
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.

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

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

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

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

Spoiler:
Blessing of 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: 28

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 C
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 3 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 3 Merisiel/NathanDavis
Blessing of Sarenrae
WotR
Blessing C
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 4 Crowe/MauveAvenger
Blessing of 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 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 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 7 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 7 Erasmus/AbrahamZ.
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 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 8 Merisiel/NathanDavis
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 9 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 9 Crowe/MauveAvenger
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 10 Kess/dinketry:
Spoiler:
Hourglass Card 10 Kess/dinketry
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 11 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 11 MotherMyrtle/Bigguyinblack
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 12 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 12 Erasmus/AbrahamZ.
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 13 Merisiel/NathanDavis
Blessing of Sarenrae
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 14 Crowe/MauveAvenger
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 15 Kess/dinketry:
Spoiler:
Hourglass Card 15 Kess/dinketry
Blessing of Shelyn
WotR
Blessing C
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 16 MotherMyrtle/Bigguyinblack
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 17 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 17 Erasmus/AbrahamZ.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Hourglass Card 18 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 18 Merisiel/NathanDavis
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 19 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 19 Crowe/MauveAvenger
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 20 Kess/dinketry:
Spoiler:
Hourglass Card 20 Kess/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 21 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 21 MotherMyrtle/Bigguyinblack
Blessing of Baphomet
WotR
Blessing C
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Hourglass Card 22 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 22 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 23 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 23 Merisiel/NathanDavis
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 24 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 24 Crowe/MauveAvenger
Blessing of Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 25 Kess/dinketry:
Spoiler:
Hourglass Card 25 Kess/dinketry
Blessing of Torag
WotR
Blessing C
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 26 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 26 MotherMyrtle/Bigguyinblack
Blessing of Iomedae
WotR
Blessing C
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 27 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 27 Erasmus/AbrahamZ.
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 28 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 28 Merisiel/NathanDavis
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Location #1: Dark Forest
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Mother Myrtle, Erasmus, Merisiel, Crowe, Book of the Loremaster

Dark Forest Card 1 (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.
Dark Forest Card 2:
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.
Dark Forest Card 3:
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.
Dark Forest Card 4:
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.
Dark Forest Card 5:
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.
Dark Forest Card 6:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Location #2: 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: Kess
Cavern Card 1:
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.
Cavern Card 2:
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.
Cavern Card 3:
Corroded Helm
WotR
Armor B
Traits:
Heavy Armor
Corrupted
Elite
To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
Cavern Card 4:
Baleful Shadows
WotR
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.
Cavern Card 5:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cavern Card 6:
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_
Cavern Card 7:
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.
Cavern Card 8:
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.
Cavern Card 9:
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 10:
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_

Location #3: 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:
Wounded Lands Card 1:
Giant Cockroach
WotR
Monster B
Traits:
Vermin
Basic
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.
Wounded Lands Card 2:
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.
Wounded Lands Card 3:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Wounded Lands Card 4:
Spiked Pit Trap
WotR
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Wounded Lands Card 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.
Wounded Lands Card 6:
Holy Phylactery
WotR
Item B
Traits:
Object
Divine
Veteran
To Acquire:
Divine 6
The difficulty of the check to acquire this card is increased by the scenario's adventure deck number.
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter.
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it.
Wounded Lands 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.
Wounded Lands Card 8:
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.
Wounded Lands Card 9:
Sin Seeker
WotR
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.
Wounded Lands Card 10:
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_

Location #4: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:
Molten Pool Card 1:
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.
Molten Pool Card 2:
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_
Molten Pool Card 3:
Scizore
WotR
Weapon C
Traits:
Scizore
Shield
Melee
Piercing
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
Molten Pool Card 4:
Rallying Cry
WotR
Barrier B
Traits:
Task
Cache
To Defeat:
None 0
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Molten Pool Card 5:
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.
Molten Pool Card 6:
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.
Molten Pool Card 7:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Molten Pool Card 8:
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.
Molten Pool Card 9:
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.
Molten Pool Card 10:
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_

Location #5: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:
Canyon Card 1:
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.
Canyon Card 2:
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_
Canyon Card 3:
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.
Canyon Card 4:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Canyon Card 5:
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.
Canyon Card 6:
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.
Canyon Card 7:
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.
Canyon Card 8:
Kimroth Otai
WotR
Ally 1
Traits:
Human
Fighter
To Acquire:
Charisma
Diplomacy 7
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.
Canyon Card 9:
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_
Canyon Card 10:
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.

Location #6: Abyssal River
Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:
Abyssal River Card 1:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Abyssal River Card 2:
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.
Abyssal River Card 3:
Temptation of Attraction
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Abyssal River Card 4:
Bat
WotR
Ally C
Traits:
Animal
Elite
To Acquire:
WisdomSurvival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your first Ranged or Survival check.
Abyssal River Card 5:
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.
Abyssal River Card 6:
Blessing of Abadar
WotR
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Abyssal River Card 7:
Arboreal Blight
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Abyssal River Card 8:
Ghoul
WotR
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Abyssal River Card 9:
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.
Abyssal River Card 10:
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_

Location #7: Sanctum
Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M: 3 Ba: 1 W: 2 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
Sanctum Card 1:
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.
Sanctum Card 2:
Demonic Fly
WotR
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
Sanctum Card 3:
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.
Sanctum Card 4:
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.
Sanctum Card 5:
Janeamine
WotR
Henchman 2
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 17
OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait.
If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand.
If defeated, you may immediately attempt to close the location this henchman came from.
Sanctum 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_
Sanctum Card 7:
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.
Sanctum Card 8:
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.
Sanctum Card 9:
Vampire Spawn
WotR
Monster B
Traits:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
Sanctum Card 10:
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.


Deck Handler

The hour is of Pulura. Display White War Paint. Free explore and encounter Marksman's Bow. Could I use Erasmus' Blessing of the Elements? I'll recharge my Scale of Disguise for a boost.

Dexterity (10) Check: 2d6 + 1 ⇒ (2, 1) + 1 = 4 FAIL! Arrgh. Not rerolling that. Banish. Discard Fencer to explore again with a boost: Researcher.

Diplomacy (6) Check: 1d8 + 1 ⇒ (4) + 1 = 5 FAIL. Banish. End turn. Examine top card of location: Corroded Helm. Reset hand.

Kess wrote:

Hand: Helm of the Valkyrie, Bronzed Leather, Wolfhide Armor, Staff of Minor Healing, Master Cartman, Blessing of Lamashtu,

Displayed: White War Paint,
Deck: 9 Discard: 1 Buried: 0
Current Location: Cavern[/b]
Hero Points: 1
Mythic Charges: 2
NOTES:
Available Support: Blessing if you need it. Local healing, too.
Other: Always available to take local combats.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Torag, Cook, Blessing of the Quartermaster, Smith, Banner of Valor, Guide, Iron Knuckles, Retainer
Recharged: Scale of Disguise,
Discard Pile: Fencer,
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

On Crowe's turn: receive 1 mythic charge.

On Kess' turn: discard Blessing of the Elements


deck handler

Blessing of Ascension in effect.

Move to Wounded Lands.

Wounded Lands Card 1: Giant Cockroach:

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

No other character for BYA.

combat 8 casting Immolate (Core): 1d12 + 1d4 + 2d4 + 4 ⇒ (4) + (4) + (3, 4) + 4 = 19

Discard Droogami (Core) to move to Dark Forest and explore. Examine the top 2 cards: Blessing of Deskar and Book of the Loremaster. Shuffle in the book and encounter the blessing.

Dark Forest Card 1 (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.

Divine 5 auto acquire. Recharge Dog (Core) to examine the next card.

random card: 1d5 + 1 ⇒ (5) + 1 = 6

Demon Patrol. Discard Porcupine (Core) to explore. Examine the top 2 cards. Demon Patrol and...

random from the top: 1d4 ⇒ 1

Book of the Loremaster. Encounter Demon Patrol and shuffle in the book.

Dark Forest Card 6: Demon Patrol:

None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

knowledge 12 sending Elixir of Focus to recovery to add my craft skill: 1d8 + 1d12 + 6 ⇒ (8) + (6) + 6 = 20

Examine Wounded Lands cards 2. Unholy Aspergillum +3, 3. Demon Patrol, and 4. Spiked Pit Trap. Discard Blessing of Deskari to attempt to close.

survival 7 +2 to close: 1d12 + 6 ⇒ (1) + 6 = 7
product reroll: 1d12 + 6 ⇒ (1) + 6 = 7

*sigh* End turn.

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Immolate (Core): Arcane 7: 1d12 + 1d4 + 4 ⇒ (10) + (2) + 4 = 16 -> Immolate (Core) recharged.
Elixir of Focus: Knowledge 9: 1d8 + 2 ⇒ (6) + 2 = 8 -> Elixir of Focus discarded.

Mother Myrtle resets their hand.

Mother Myrtle wrote:

Hand: Fire Bolt, Sonic Blast, Acid Arrow (Core), Acid Flask (Core) 2, Cure, Researcher,

Displayed:
Deck: 8 Discard: 4 Buried: 0
"Current Location: Dark Forest
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use. Holding on to Immolate.
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 Arrow (Core): On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.

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.

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 Flask (Core) 1, Blessing of the Elements 2, Elixir of Healing, Potion of Restoration, Magic Hide Armor, Blessing of the Elements 1
Recharged: Dog (Core), Immolate (Core),
Discard Pile: Droogami (Core), Porcupine (Core), Blessing of Deskari, Elixir of Focus,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

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

Dark Forest Card 1 acquired. Card 6 banished.

Wounded Lands card 1 banished. Cards 2 - 4 examined.

eot examine bottom card of location: 1d4 ⇒ 1 The stupid book again.


Deck Handler

It is the hour of Ascension

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

Move to: Wounded Lands
Location Power: When you encounter a bane, you may not play allies on your checks.

Free exploration

Wounded Lands Card 2 is 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.

Display Spirit Surge to draw 3 cards
Str 9: 1d6 + 1d4 + 2 + 3 + 2 ⇒ (2) + (1) + 2 + 3 + 2 = 10

Recharge Leshykineticist and discard Unholy Aspergillum +3 to explore

Wounded Lands Card 3 is Demon Patrol:

None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Reveal Stalking Armor to add +2 to Perception
Perception 10: 1d6 + 2 + 3 + 2 + 2 ⇒ (3) + 2 + 3 + 2 + 2 = 12
Demon Patrol power: examine top 3 cards of Canyon: 1. Demonic Horde (looks nasty!). 2. Peryton (Monster 1). 3. Spiny Shield (Armor 2)

Discard Quarterstaff of Vaulting to attempt to close

Ask Kess to discard Blessing of Lamashtu
Wis 8: 2d6 + 2 + 2 ⇒ (6, 4) + 2 + 2 = 14
Wounded Lands is closed
When Permanently Closed: On closing, bury a boon. - bury Stalking Armor

End turn
Spirit Surge: at the end of your turn, you are dealt 1 dmg that cannot be reduced. Discard The Missing Eye
Scenario Power: At the end of your turn, you may examine the top or bottom card of your location deck: no cards left at the location so nothing to examine.

Recovery Phase:
Recharge Spirit Surge? Perception 7: 1d6 + 5 + 2 ⇒ (5) + 5 + 2 = 12

Reset Hand, revealing Angelstep to increase hand size to 6
Mythic Charges reset to 2 - 1 is discarded unused :-(

Turn Summary:
* Wounded Lands is closed
* Top 3 cards of Canyon are known (and number 1 is nasty but I think Merisiel can evade it)
* Used Kess' Blessing of Lamashtu

Erasmus wrote:

Hand: Mind Thrust, Cloud Puff, Angelstep, Blessing of the Green Faith 2, Sign of the Pack, Blessing of the Green Faith 1,

Displayed: Spirit Relatives (Nissa),
Deck: 7 Discard: 4 Buried: 1
Current Location: Wounded Lands
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): Sign of the Lantern Bearer, Force Missile (Core), Harrow Deck, Verdant Rager
Recharged: Blue Star, Leshykineticist, Spirit Surge,
Discard Pile: Blessing of the Elements, Unholy Aspergillum +3, Quarterstaff of Vaulting (Core), The Missing Eye,
Buried Pile: Stalking Armor,

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 ([X] 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 Sarenrae

Move to Canyon. Free Explore and encounter Demonic Horde.
Evade.


Discard Blessing of the Spy to explore...

Shuffle Explore: 1d10 ⇒ 10 Canyon Card 10: Temptation of Lucre
Display from random:
Sage's Journal
Nahyndrian Elixer
Blood Periapt
Draw Nahyndrian Elixer and banish the others.
Everyone must discard a card from their decks. Discard Sorrowsoul from deck.
Banish Temptation of Lucre


Discard Mouse to explore...

Shuffle Explore: 1d9 ⇒ 7 Canyon Card 7: Explosive Runes (recharge Mouse)
Recharge Captain's Cutlass.
Acrobatics 10+2: 1d12 + 6 + 1d6 ⇒ (2) + 6 + (3) = 11
Shirt Reroll
Reroll d12: 1d12 ⇒ 7 Banished!

End turn, examine Canyon
Shuffle Examine, skip 7: 1d8 ⇒ 2 Canyon Card 2: Peryton on top and known

Merisiel wrote:

Hand: Snakebite Dagger, Thieves' Tools, Sacred Prism, Nahyndrian Elixer, Blessing of the Spy 1, Blessing of Asmodeus,

Displayed: Armor of Insults,
Deck: 9 Discard: 2 Buried: 0
Current Location: Cemetary
Hero Points: 2
Mythic Charges: 2
NOTES:
Available Support: Blessing of Asmodeus available.
Sacred Prism: Local - add the Magic trait to any check/or heal local 1d4

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spyglass, Blessing of Abadar, Priest of Abadar, Quick-Change Mask, Smoke Bomb, Lockpick Shield, Keen Rapier
Recharged: Mouse, Captain's Cutlass,
Discard Pile: Sorrowsoul, Blessing of the Spy 2,
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.

Knights of Kenabres

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


Merisiel breaks off from the party to scout another Canyon. She immediately finds a horde of Blood Demons and gives them a wide berth. In doing so she discovers another cache of supplies and carefully selects a valuable elixer. She also finds a runic missive that she can't help but read...

Almost too late, she works out that the missive was a trap. She barely escapes an explosion that claims everything else in the cache.

Knowing that she has made herself known to the patrols around her, she takes cover.

The Peryton that Erasmus had seen earlier seems to have descended into the Canyon to investigate the noise and smoke, it's wolf head sniffing hungrily hoisting its sharp antlers back and forth menacingly while it hunts.

All characters discard 1 from their decks
Canyon: 7 and 10 banished. 1 known and shuffled in. 2 known and on top.
Drew Nahyndrian Elixer from random


deck handler

Discard Potion of Restoration from the top of my deck.

cure self: 1d4 + 1 ⇒ (4) + 1 = 5

Mother Myrtle attempts to recover all cards in their Recovery pile.
Cure: Divine 8: 1d12 + 1d4 + 4 ⇒ (6) + (3) + 4 = 13 -> Cure recharged.


Deck Handler

Turn Order: Crowe/MauveAvengr, Kess/dinketry, Mother Myrtle/Bigguyinblack, Erasmus/Abraham Z., Merisiel/Nathan Davis
Out of Turn Updates: Discard Cat-o'-Nine-Tails from deck.

Turn: Turn 6 - 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 Cavern

Explore: Corroded Helm

Corroded Helm:
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.

Fortitude 3: 1d6 + 2 ⇒ (5) + 2 = 7

Acquired!

End Turn: Reset hand. May examine top card of location.

Baleful Shadows:
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.

Recovery: N/a

[u]Summary[/u]:
Move: Dark Forest -> Cavern
Acquired: Cavern Card 3: Corroded Helm
Banished: N/a
Examined: Cavern Card 4: Baleful Shadows
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a


Kess and Erasmus must each discard a card from their 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 a character encounters a bane, any character may recharge a blessing to allow that character to evade the bane.
At the end of your turn, you may examine the top or bottom card of your location deck.

Additional Rules: Villain: None

Henchmen:
Janeamine
Spoiler:
Henchman 2
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 17 OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait. If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand. If defeated, you may immediately attempt to close the location this henchman came from.

Demon Patrol
Spoiler:
Henchman 2
Type: Monster
Traits: Demon Outsider Skirmish
To Defeat: Dexterity Perception Stealth 10 OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni. If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

To win this scenario, close all locations.

Party Tracker

Scenario Level (#): 2

Turn: 7, Kess/dinketry

Random Cards:

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

Spoiler:
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:
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:
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:
Giant Amoeba
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_

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

Spoiler:
Demonic Horde
WotR
Barrier 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.

Weapons
Spoiler:
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.

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

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

Spoiler:
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.

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

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

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

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

Spoiler:
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:
Warhorse
WotR
Ally 2
Traits:
Animal
Mount
Elite
To Acquire:
Wisdom
Survival 7
At the end of your turn, discard this card to move.
Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.

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.

Blessings
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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: 23

Hourglass

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

Location #1: Dark Forest
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Mother Myrtle

Dark Forest Card 1:
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.
Dark Forest Card 2:
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.
Dark Forest Card 3:
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.
Dark Forest Card 4 (Book of the Loremaster):
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.

Location #2: 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: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kess, Crowe
Cavern Card 1 (Baleful Shadows):
Baleful Shadows
WotR
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.
Cavern Card 2:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cavern Card 3:
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_
Cavern Card 4:
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.
Cavern Card 5:
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.
Cavern Card 6:
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 7:
Ghost
WotR
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

Location #3: Wounded Lands
Closed
When Permanently Closed:

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

Location #4: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:

Molten Pool Card 1:
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.
Molten Pool Card 2:
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_
Molten Pool Card 3:
Scizore
WotR
Weapon C
Traits:
Scizore
Shield
Melee
Piercing
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
Molten Pool Card 4:
Rallying Cry
WotR
Barrier B
Traits:
Task
Cache
To Defeat:
None 0
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Molten Pool Card 5:
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.
Molten Pool Card 6:
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.
Molten Pool Card 7:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Molten Pool Card 8:
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.
Molten Pool Card 9:
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.
Molten Pool Card 10:
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_

Location #5: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel, Demonic Horde
Canyon Card 1 (Peryton):
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_
Canyon Card 2:
Kimroth Otai
WotR
Ally 1
Traits:
Human
Fighter
To Acquire:
Charisma
Diplomacy 7
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.
Canyon Card 3:
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.
Canyon Card 4:
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.
Canyon Card 5:
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.
Canyon Card 6:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Canyon Card 7:
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_
Canyon Card 8:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Location #6: Abyssal River
Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:
Abyssal River Card 1:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Abyssal River Card 2:
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.
Abyssal River Card 3:
Temptation of Attraction
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Abyssal River Card 4:
Bat
WotR
Ally C
Traits:
Animal
Elite
To Acquire:
WisdomSurvival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your first Ranged or Survival check.
Abyssal River Card 5:
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.
Abyssal River Card 6:
Blessing of Abadar
WotR
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Abyssal River Card 7:
Arboreal Blight
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Abyssal River Card 8:
Ghoul
WotR
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Abyssal River Card 9:
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.
Abyssal River Card 10:
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_

Location #7: Sanctum
Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M: 3 Ba: 1 W: 2 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
Sanctum Card 1:
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.
Sanctum Card 2:
Demonic Fly
WotR
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
Sanctum Card 3:
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.
Sanctum Card 4:
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.
Sanctum Card 5:
Janeamine
WotR
Henchman 2
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 17
OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait.
If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand.
If defeated, you may immediately attempt to close the location this henchman came from.
Sanctum 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_
Sanctum Card 7:
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.
Sanctum Card 8:
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.
Sanctum Card 9:
Vampire Spawn
WotR
Monster B
Traits:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
Sanctum Card 10:
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.


Deck Handler

Erasmus discards Verdant Rager from the top of his deck on Merisiel's turn. Then bury Angelstep to heal self
Angelstep healing on Erasmus: 1d4 + 1 ⇒ (3) + 1 = 4
Four random cards from discards are shuffled into deck: Blessing of the Elements, Quarterstaff of Vaulting, The Missing Eye, Verdant Rager.

Erasmus wrote:

Hand: Mind Thrust, Cloud Puff, Blessing of the Green Faith 2, Sign of the Pack, Blessing of the Green Faith 1,

Displayed: Spirit Relatives (Nissa),
Deck: 10 Discard: 1 Buried: 2
Current Location: Wounded Lands
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): Blue Star, Leshykineticist, Verdant Rager, Sign of the Lantern Bearer, Blessing of the Elements, The Missing Eye, Quarterstaff of Vaulting (Core), Force Missile (Core), Spirit Surge, Harrow Deck
Recharged:
Discard Pile: Unholy Aspergillum +3,
Buried Pile: Stalking Armor, Angelstep,

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 ([X] 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

Off-turn: discard top card of deck (Blessing of the Quartermaster) on Merisiel's turn. Still off-turn: recharge Staff of Minor Healing to do some healing.

Which card is healed?: 1d3 ⇒ 1 Fencer.

On turn: The hour is of Ascension. Move to Canyon and encounter Peryton.

Tipped off by the bloodrager about the undead shades trailing her, Kess steps out of the cavern and into a rocky gorge where the elf rogue crouches, avoiding a strangely-savage beast with bloodied antlers.

"That looks like fun," Kess whispers to Merisiel. "Can I punch it? I'll take that unblinking look as a 'yes'."

Merisiel must also encounter the Peryton but she can evade hers easily enough. Would Erasmus please recharge his Blessing of the Green Faith?

Combat (14) Check: 2d10 + 3 + 1 + 2 + 1d12 ⇒ (10, 5) + 3 + 1 + 2 + (6) = 27 SUCCESS! Heal Blessing of the Quartermaster. Discard Master Cartman to move to the Dark Forest and explore: #1 - Shortbow; #2 - Researcher. I'll take Door #2.

Kess pummels the weird aberration senseless, then savagely twists its neck nearly clean around. "This will make a great trophy. I'm going to haul this carcass back to camp for stowage!" Kess calls out to the rogue, who sniffs and looks offended. Kess drives back to the forest.

Erasmus, could I have your other Blessing of the Green Faith, please?

Diplomacy (6) Check: 2d8 + 1 ⇒ (2, 4) + 1 = 7 SUCCESS! Discard Researcher to explore again: #1 - Shortbow; #2 - Betrayal Demon. I'll avoid the monster for now due to collateral damage and try for the weapon.

Dexterity (3) Check: 1d6 ⇒ 1 FAIL! Ha. Banish it. End turn. Reset hand.

"Hey, you! Can you dress this thing so it doesn't stink, right?" Kess hands over the peryton corpse to a squire who immediately looks lost and scared. Kess pays no mind, noting the druid mother making a derisive face. "Hey, if you don't like it, you're more than welcome to leave, ya know!"

Kess wrote:

Hand: Helm of the Valkyrie, Bronzed Leather, Wolfhide Armor, Cook, Blessing of the Quartermaster, Guide,

Displayed: White War Paint,
Deck: 8 Discard: 2 Buried: 0
Current Location: Cavern
Hero Points: 1
Mythic Charges: 2
NOTES:
Available Support: Blessing if you need it.
Other: Always available to take local combats.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fencer, Iron Knuckles, Blessing of Torag, Staff of Minor Healing, Smith, Retainer, Banner of Valor, Scale of Disguise
Recharged:
Discard Pile: Blessing of Lamashtu, Master Cartman,
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.


A couple changes are needed for Kess’s turn, but fortunately no major redo is required.

Random location other than Cavern: 1d7 ⇒ 1
Kess actually moves randomly when she leaves the Cavern. She would have arrived at the Dark Forest. So she encounters the Researcher as her first exploration. We can keep that encounter the same, no retcon required.

Shuffled Dark Forest: 1d4 ⇒ 3
Shuffled Dark Forest: 1d4 ⇒ 3
Shuffled Dark Forest: 1d4 ⇒ 2
Shuffled Dark Forest: 1d4 ⇒ 3
Shuffled Dark Forest: 1d4 ⇒ 3

Shuffled Dark Forest: 1d4 ⇒ 4
Dark Forest was shuffled after Kess’s 1st exploration. So when Kess explores with Researcher, she explores either Dark Forest 3: Betrayal Demon or Dark Forest 4: Book of the Loremaster (because of course). I’ll presume she chooses to not encounter the demon for the same reason. Since her INT die is the same as her DEX die, unless she really, really wanted the Book of the Loremaster enough to borrow a blessing, we can use the same roll. Book of the Loremaster is banished instead of Shortbow

Then Kess can use Master Cartman to move to Canyon and explore for her last exploration. No retcon required for the Peryton encounter.

That does mean that Kess ends her turn at Canyon instead of Dark Forest. She can examine either the top or bottom card there.


deck handler

Blessing of Nethys in effect.

Free explore encounter and banish Shortbow. Discard Researcher to encounter Betrayal Demon.

Dark Forest Card 3: Betrayal Demon:

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

combat 16 casting Sonic Blast, banishing Acid Flask (Core) 2: 1d12 + 1d4 + 2d6 + 2d4 + 4 ⇒ (5) + (4) + (3, 1) + (2, 4) + 4 = 23

survival 7 +2 to close: 1d12 + 6 ⇒ (5) + 6 = 11

End turn. Location effect recharge my hand.

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Sonic Blast: Arcane 10: 1d12 + 1d4 + 4 ⇒ (6) + (4) + 4 = 14 -> Sonic Blast recharged.
Acid Flask (Core) 2: Craft 6: 1d12 + 6 ⇒ (1) + 6 = 7 -> Acid Flask (Core) 2 recharged.

Mother Myrtle resets their hand.

Mother Myrtle wrote:

Hand: Blessing of the Elements 1, Blessing of Deskari, Elixir of Healing, Droogami (Core), Dog (Core), Immolate (Core),

Displayed:
Deck: 11 Discard: 1 Buried: 0
"Current Location: Dark Forest
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use. Holding on to Immolate.
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.

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

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

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): Potion of Restoration, Acid Flask (Core) 1, Blessing of the Elements 2, Elixir of Focus, Porcupine (Core), Magic Hide Armor
Recharged: Cure, Acid Arrow (Core), Fire Bolt, Sonic Blast, Acid Flask (Core) 2,
Discard Pile: Researcher,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

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

Dark Forest is closed.


Deck Handler

On Kess' turn: recharge both Blessings of Green Faith

It is the hour of Abraxas

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

Move to: Abyssal River
Location Power: When you would be dealt Combat damage, you are dealt Poison damage instead.

Free exploration

Location Card 1 is Demon Patrol:

None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Perception 10: 1d6 + 2 + 3 + 2 ⇒ (1) + 2 + 3 + 2 = 8
T shirt reroll: 1d6 + 7 ⇒ (3) + 7 = 10

Examine top 3 cards of Abyssal River: Brilliance (Spell B), Temptation of Attraction (Barrier B), Bat (Ally C)

Will NOT discard a card to attempt to close due to not having a Divine card to discard to complete the Close condition. (I didn't realize that Sign of the Pack doesn't have the Divine trait) :-(

Discard Sign of the Pack to explore

Location Card 2 is 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.

Arcane 6: 1d8 + 1 + 2 + 2 ⇒ (3) + 1 + 2 + 2 = 8

End turn
Scenario Power: At the end of your turn, you may examine the top or bottom card of your location deck.
Abyssal River card 10 is Gargoyle (Monster 2)

Reset Hand

Turn Summary:
* Abyssal River cards 1-2 are gone
* Abyssal River cards 3-4 are known (Tempatation of Attraction, Bat)
* Bottom card of Abyssal River (10) is known (Gargoyle)

Erasmus wrote:

Hand: Mind Thrust, Brilliance, Spirit Surge, Blue Star, Leshykineticist,

Displayed: Spirit Relatives (Nissa),
Deck: 10 Discard: 2 Buried: 2
Current Location: Abyssal River
Hero Points: 2
Tshirt Reroll: Used
Mythic Charges: 2
NOTES:
Available Support: Blessings always available unless otherwise noted

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Quarterstaff of Vaulting (Core), Verdant Rager, Force Missile (Core), Harrow Deck, Blessing of the Elements, The Missing Eye, Sign of the Lantern Bearer
Recharged: Blessing of the Green Faith 1, Blessing of the Green Faith 2, Cloud Puff,
Discard Pile: Unholy Aspergillum +3, Sign of the Pack,
Buried Pile: Stalking Armor, Angelstep,

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 ([X] 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 a character encounters a bane, any character may recharge a blessing to allow that character to evade the bane.
At the end of your turn, you may examine the top or bottom card of your location deck.

Additional Rules: Villain: None

Henchmen:
Janeamine
Spoiler:
Henchman 2
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 17 OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait. If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand. If defeated, you may immediately attempt to close the location this henchman came from.

Demon Patrol
Spoiler:
Henchman 2
Type: Monster
Traits: Demon Outsider Skirmish
To Defeat: Dexterity Perception Stealth 10 OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni. If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

To win this scenario, close all locations.

Party Tracker

Scenario Level (#): 2

Turn: 10, 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:
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:
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:
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:
Mongrel Ranger
WotR
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_

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

Spoiler:
Temptation of Arms
WotR
Barrier 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:
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:
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:
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.

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

Spoiler:
Flaming Spear +1
WotR
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

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

Spoiler:
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:
Force Shortbow +1
WotR
Weapon 1
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

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

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

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

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

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

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

Spoiler:
Steel Shield
WotR
Armor B
Traits:
Shield
Offhand
Elite
To Acquire:
Constitution
Fortitude 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.

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

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

Spoiler:
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:
Horn of Assured Victory
WotR
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

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

Spoiler:
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.

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

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

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

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

Current Hour:

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

Hours Remaining: 20

Hourglass

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

Location #1: Dark Forest
Closed
At This Location: At the end of your turn, recharge your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mother Myrtle

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

Cavern Card 1 (Baleful Shadows):
Baleful Shadows
WotR
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.
Cavern Card 2:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cavern Card 3:
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_
Cavern Card 4:
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.
Cavern Card 5:
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.
Cavern Card 6:
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 7:
Ghost
WotR
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

Location #3: Wounded Lands
Closed
When Permanently Closed:

M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #4: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:

Molten Pool Card 1:
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.
Molten Pool Card 2:
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_
Molten Pool Card 3:
Scizore
WotR
Weapon C
Traits:
Scizore
Shield
Melee
Piercing
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
Molten Pool Card 4:
Rallying Cry
WotR
Barrier B
Traits:
Task
Cache
To Defeat:
None 0
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Molten Pool Card 5:
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.
Molten Pool Card 6:
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.
Molten Pool Card 7:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Molten Pool Card 8:
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.
Molten Pool Card 9:
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.
Molten Pool Card 10:
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_

Location #5: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel, Kess, Demonic Horde
Canyon Card 1:
Kimroth Otai
WotR
Ally 1
Traits:
Human
Fighter
To Acquire:
Charisma
Diplomacy 7
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.
Canyon Card 2:
Carrion Golem
WotR
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack and Mental traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Canyon Card 3:
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.
Canyon Card 4:
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.
Canyon Card 5:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Canyon Card 6:
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_
Canyon Card 7:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Location #6: 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: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Erasmus
Abyssal River Card 1 (Temptation of Attraction):
Temptation of Attraction
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Abyssal River Card 2 (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.
Abyssal River Card 3:
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.
Abyssal River Card 4:
Blessing of Abadar
WotR
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Abyssal River Card 5:
Arboreal Blight
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Abyssal River Card 6:
Ghoul
WotR
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Abyssal River Card 7:
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.
Abyssal River Card 8 (Gargoyle):
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_

Location #7: Sanctum
Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M: 3 Ba: 1 W: 2 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
Sanctum Card 1:
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.
Sanctum Card 2:
Demonic Fly
WotR
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
Sanctum Card 3:
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.
Sanctum Card 4:
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.
Sanctum Card 5:
Janeamine
WotR
Henchman 2
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 17
OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait.
If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand.
If defeated, you may immediately attempt to close the location this henchman came from.
Sanctum 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_
Sanctum Card 7:
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.
Sanctum Card 8:
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.
Sanctum Card 9:
Vampire Spawn
WotR
Monster B
Traits:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
Sanctum Card 10:
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.


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

Hour of Shax

Give card to Kess: Sacred Prism (in case she runs into the patrol, note that it will automatically defeat the patrol!)


Move to Cavern. Free explore and encounter Baleful Shadows
Recharge Kess' Blessing of the Quartermaster

Stealth 11: 1d12 + 6 + 1d12 ⇒ (9) + 6 + (6) = 21

Discard Blessing of the Spy to explore and encounter Demon Patrol
Blessing of the Spy

Stealth 10: 1d12 + 6 + 1d12 ⇒ (1) + 6 + (5) = 12 Defeated!

Examine Sanctum:
Sanctum Card 1: Heavy Pick
Sanctum Card 2: Demonic Fly
Sanctum Card 3: Bloodscent
Attempt to Close. Blessing of the Spy. Display Crowe's Strength.

Strength 5+2: 1d6 + 1d6 + 3 ⇒ (3) + (4) + 3 = 10 Closed!
Move to Random location: 1d4 ⇒ 4 Move to Sanctum

Merisiel wrote:

Hand: Snakebite Dagger, Thieves' Tools, Nahyndrian Elixer, Spyglass, Priest of Abadar, Blessing of Asmodeus,

Displayed: Armor of Insults,
Deck: 7 Discard: 3 Buried: 0
Current Location: Cemetary
Hero Points: 2
Mythic Charges: 2
NOTES:
Available Support: Blessing of Asmodeus available.
Priest of Abadar: Add 1d6 to check to acquire

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Lockpick Shield, Keen Rapier, Smoke Bomb, Blessing of Abadar, Quick-Change Mask
Recharged: Mouse, Captain's Cutlass,
Discard Pile: Sorrowsoul, Blessing of the Spy 2, Blessing of the Spy 1,
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.

Knights of Kenabres

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


Merisel wishes Kess the best and hands her the Prism and clambers into the Caverns.

Crowe's in waiting for her, with Baleful Shadows blocking the way. Merisiel picks a path for her and Crowe to follow avoiding the shadows altogether. Once on the other side, they discover a Demon Patrol. Merisiel gets close enough to gain intel on their movements and then beats a quick retreat. Crowe helps by moving a large rock to behind them as they exit.

Kess: was given Sacred Prism (as it can be used to auto-defeat the patrols). And recharges Blessing of the Quartermaster.
Crowe: Banishes Strength to Recovery.
Caverns: Closed
Sanctum: Examined 1-3


Deck Handler

Turn Order: Crowe/MauveAvengr, Kess/dinketry, Mother Myrtle/Bigguyinblack, Erasmus/Abraham Z., Merisiel/Nathan Davis
Out of Turn Updates: Banish Strength to recovery

Turn: Turn 11 - Blessing of Ascension

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

SOT: N/a

Move: Move to Sanctum

Explore: Heavy Pick

Heavy Pick:
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.

Melee 6: 1d12 + 3 + 1 ⇒ (8) + 3 + 1 = 12

Acquired.

End Turn: Reset hand. May examine top card of location.

Demonic Fly:
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.

Recovery:

-Strength: Arcane 8: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12

[u]Summary[/u]:
Move: Cavern -> Sanctum
Acquired: Sanctum Card 1: Heavy Pick
Banished: N/a
Examined: Sanctum Card 2: Demonic Fly
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Gallivance, Gem of Physical Prowess, Corroded Helm, Blessing of Kols, Nurah Dendiwhar,

Displayed:
Deck: 13 Discard: 4 Buried: 0
Current Location: Sanctum
Hero Points: 2
2-2A Hero Point not used
Mythic Charges: 1
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Compass, Blessing of Gorum, Blackjacket, Earthbreaker, Katana +1, Surgeon, Wooden Shield, Lightning Touch, Spellcharger Jerkin, Blessing of Erastil, Shieldsplitter Lance, Magic Weapon
Recharged: Strength,
Discard Pile: Blessing of the Samurai, Cat-o'-Nine-Tails, Unearthly Aim, Heavy Pick,
Buried Pile:

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 +1 mythic charge
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 +1 mythic charge

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.

Knights of Kenabres

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


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 a character encounters a bane, any character may recharge a blessing to allow that character to evade the bane.
At the end of your turn, you may examine the top or bottom card of your location deck.

Additional Rules: Villain: None

Henchmen:
Janeamine
Spoiler:
Henchman 2
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 17 OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait. If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand. If defeated, you may immediately attempt to close the location this henchman came from.

Demon Patrol
Spoiler:
Henchman 2
Type: Monster
Traits: Demon Outsider Skirmish
To Defeat: Dexterity Perception Stealth 10 OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni. If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

To win this scenario, close all locations.

Party Tracker

Scenario Level (#): 2

Turn: 12, Kess/dinketry

Random Cards:

Monsters
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:
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.

Spoiler:
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_

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

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

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

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

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

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

Spoiler:
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:
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.

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

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

Spoiler:
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:
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.

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

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

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

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

Spoiler:
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:
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.

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

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

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

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

Current Hour:

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

Hours Remaining: 18

Hourglass

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

Location #1: Dark Forest
Closed
At This Location: At the end of your turn, recharge your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mother Myrtle

Location #2: 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 #3: Wounded Lands
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #4: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: (The start-of-turn Fire damage does still happen at the closed location.)

Molten Pool Card 1:
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.
Molten Pool Card 2:
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_
Molten Pool Card 3:
Scizore
WotR
Weapon C
Traits:
Scizore
Shield
Melee
Piercing
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
Molten Pool Card 4:
Rallying Cry
WotR
Barrier B
Traits:
Task
Cache
To Defeat:
None 0
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Molten Pool Card 5:
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.
Molten Pool Card 6:
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.
Molten Pool Card 7:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Molten Pool Card 8:
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.
Molten Pool Card 9:
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.
Molten Pool Card 10:
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_

Location #5: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Kess, Demonic Horde
Canyon Card 1:
Kimroth Otai
WotR
Ally 1
Traits:
Human
Fighter
To Acquire:
Charisma
Diplomacy 7
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.
Canyon Card 2:
Carrion Golem
WotR
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack and Mental traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Canyon Card 3:
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.
Canyon Card 4:
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.
Canyon Card 5:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Canyon Card 6:
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_
Canyon Card 7:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Location #6: 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: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Erasmus
Abyssal River Card 1 (Temptation of Attraction):
Temptation of Attraction
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Abyssal River Card 2 (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.
Abyssal River Card 3:
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.
Abyssal River Card 4:
Blessing of Abadar
WotR
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Abyssal River Card 5:
Arboreal Blight
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Abyssal River Card 6:
Ghoul
WotR
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Abyssal River Card 7:
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.
Abyssal River Card 8 (Gargoyle):
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_

Location #7: Sanctum
Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M: 3 Ba: 1 W: 1 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Merisiel, Crowe
Sanctum Card 1 (Demonic Fly):
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.
Sanctum Card 2 (Bloodscent):
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.
Sanctum Card 3:
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.
Sanctum Card 4:
Janeamine
WotR
Henchman 2
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 17
OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait.
If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand.
If defeated, you may immediately attempt to close the location this henchman came from.
Sanctum Card 5:
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_
Sanctum Card 6:
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.
Sanctum Card 7:
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.
Sanctum Card 8:
Vampire Spawn
WotR
Monster B
Traits:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
Sanctum Card 9:
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.


Deck Handler

The hour is of Abraxas.

"Aw, wow! Thanks!" Kess exclaims at the gift from Merisiel. "What does it......do??" The rogue is gone.

"Hunh," Kess wonders aloud, hefting the shield-sized chunk of crystal in her hand.

Free explore and encounter Kimroth Otai. Would Merisiel please discard Blessing of Asmodeus?

"Hey! Do YOU know how to use this??"

Diplomacy (7) Check: 2d8 + 1 ⇒ (8, 8) + 1 = 17 SUCCESS! Discard Cook to explore again: Carrion Golem.

The human fighter comes up to Kess, picks up the prism, and shakes it over their head. The prism flashes, and a giant rotting figure appears, intent on tearing them apart!

Discard top card (Fencer). Would Crowe please discard Blessing of Kols for this check?

Combat (14) Check: 2d10 + 3 + 1 + 2 + 1d12 ⇒ (3, 9) + 3 + 1 + 2 + (6) = 24 SUCCESS! Heal Fencer. Discard Kimroth Otai to explore again with a boost to acquire: Spiny Shield!

Fortitude (8) Check: 1d8 + 1 + 1d4 ⇒ (4) + 1 + (4) = 9 SUCCESS! Discard Guide to explore once more: Shortbow. Woof.

Dexterity (3) Check: 1d6 ⇒ 1 FAIL!. Banish it.

Kess growls in anger, snatching the prism back from the fighter before bashing the golem repeatedly over its misshapen head with it, somehow misshaping it even more. After the golem stops moving, the warrior tries to placate Kess with his nifty shield and his shortbow. Kess is mildly placated.

End turn. Recharge Wolfhide Armor. Reset hand.

Kess wrote:

Hand: Helm of the Valkyrie, Bronzed Leather, Blessing of Torag, Sacred Prism, Spiny Shield, Banner of Valor,

Displayed: White War Paint,
Deck: 8 Discard: 5 Buried: 0
Current Location: Cavern
Hero Points: 1
Mythic Charges: 2
NOTES:
Available Support: Blessing if you need it.
Other: Always available to take local combats.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Quartermaster, Scale of Disguise, Retainer, Staff of Minor Healing, Smith, Fencer, Iron Knuckles
Recharged: Wolfhide Armor,
Discard Pile: Blessing of Lamashtu, Master Cartman, Cook, Kimroth Otai, Guide,
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

Discard Blessing of Asmodeus

Merisiel wrote:

Hand: Snakebite Dagger, Thieves' Tools, Nahyndrian Elixer, Spyglass, Priest of Abadar,

Displayed: Armor of Insults,
Deck: 7 Discard: 4 Buried: 0
Current Location: Cemetary
Hero Points: 2
Mythic Charges: 2
NOTES:
Available Support: Priest of Abadar: Local - Add 1d6 to check to acquire

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Quick-Change Mask, Blessing of Abadar, Lockpick Shield, Smoke Bomb, Keen Rapier
Recharged: Mouse, Captain's Cutlass,
Discard Pile: Sorrowsoul, Blessing of the Spy 2, Blessing of the Spy 1, Blessing of Asmodeus,
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.

Knights of Kenabres

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


deck handler

Blessing of Ascension in effect.

Move to Molten Pool.

Molten Pool Card 1: 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.

fortitude 8 discarding Blessing of Deskari to bless: 2d8 + 1 ⇒ (1, 4) + 1 = 6
product reroll on the 1: 1d8 ⇒ 1

Discard Droogami (Core) to move to Abyssal River and explore.

Abyssal River Card 1 (Temptation of Attraction): Temptation of Attraction:

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

Draw random allies 1 - 3. Keep random ally #2 Fortune-Teller and banish Dog (Core). Barrier is banished. End turn.

Mother Myrtle wrote:

Hand: Blessing of the Elements 1, Fortune-Teller, Elixir of Healing, Blessing of the Elements 2, Acid Flask (Core) 1, Immolate (Core),

Displayed:
Deck: 9 Discard: 3 Buried: 0
"Current Location: Abyssal River
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use. Holding on to Immolate.
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.

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.

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.

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): Potion of Restoration, Magic Hide Armor, Elixir of Focus, Porcupine (Core)
Recharged: Cure, Acid Arrow (Core), Fire Bolt, Sonic Blast, Acid Flask (Core) 2,
Discard Pile: Researcher, Blessing of Deskari, Droogami (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)
(Divine: Wisdom +1d4)
"Craft Wisdom +2"
"Survival Wisdom +2"

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

Molten Pool card 1 banished.

Abyssal River card 1 banished.

Random ally #2 Fortune-Teller acquired. 1 and 3 are banished.


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 a character encounters a bane, any character may recharge a blessing to allow that character to evade the bane.
At the end of your turn, you may examine the top or bottom card of your location deck.

Additional Rules: Villain: None

Henchmen:
Janeamine
Spoiler:
Henchman 2
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 17 OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait. If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand. If defeated, you may immediately attempt to close the location this henchman came from.

Demon Patrol
Spoiler:
Henchman 2
Type: Monster
Traits: Demon Outsider Skirmish
To Defeat: Dexterity Perception Stealth 10 OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni. If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

To win this scenario, close all locations.

Party Tracker

Scenario Level (#): 2

Turn: 14, Erasmus/AbrahamZ.

Random Cards:

Monsters
Spoiler:
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_

Spoiler:
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.

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

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

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

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

Spoiler:
Temptation of 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.

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

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

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

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

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

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

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

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.

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

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

Spoiler:
Magic 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:
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:
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.

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

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

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

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

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

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

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

Spoiler:
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.

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

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

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

Current Hour:

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

Hours Remaining: 16

Hourglass

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

Location #1: Dark Forest
Closed
At This Location: At the end of your turn, recharge your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: 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 #3: Wounded Lands
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #4: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: The start-of-turn Fire damage does still happen at the closed location.

Molten Pool Card 1:
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_
Molten Pool Card 2:
Scizore
WotR
Weapon C
Traits:
Scizore
Shield
Melee
Piercing
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
Molten Pool Card 3:
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.
Molten Pool Card 4:
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.
Molten Pool Card 5:
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.
Molten Pool Card 6:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Molten Pool Card 7:
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.
Molten Pool Card 8:
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.
Molten Pool Card 9:
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_

Location #5: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kess, Demonic Horde
Canyon Card 1:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Canyon Card 2:
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_
Canyon Card 3:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Location #6: 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: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Erasmus, Mother Myrtle
Abyssal River Card 1 (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.
Abyssal River Card 2:
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.
Abyssal River Card 3:
Blessing of Abadar
WotR
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Abyssal River Card 4:
Arboreal Blight
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Abyssal River Card 5:
Ghoul
WotR
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Abyssal River Card 6:
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.
Abyssal River Card 7 (Gargoyle):
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_

Location #7: Sanctum
Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M: 3 Ba: 1 W: 1 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Merisiel, Crowe
Sanctum Card 1 (Demonic Fly):
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.
Sanctum Card 2 (Bloodscent):
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.
Sanctum Card 3:
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.
Sanctum Card 4:
Janeamine
WotR
Henchman 2
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 17
OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait.
If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand.
If defeated, you may immediately attempt to close the location this henchman came from.
Sanctum Card 5:
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_
Sanctum Card 6:
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.
Sanctum Card 7:
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.
Sanctum Card 8:
Vampire Spawn
WotR
Monster B
Traits:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
Sanctum Card 9:
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.


Deck Handler

It is the hour of Iomedae

Erasmus Power: At the start of any turn, you may choose a card type and recharge every card of that type; add 1 + the number of cards recharged to your checks until the end of the turn. Recharge Spirit Surge, Mind Thrust, Brilliance
This turn, +4 to all checks due to Erasmus Power

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

Free exploration

Molten Pool Card 1 is 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_

Combat 9: 1d6 + 1d4 + 2 + 2 + 4 ⇒ (3) + (4) + 2 + 2 + 4 = 15
Random other location: 1d3 + 4 ⇒ (3) + 4 = 7
Giant Fly is shuffled into Sanctum

End turn
Scenario Power: At the end of your turn, you may examine the top or bottom card of your location deck: Molten Pool Card 2 is Scizore (Weapon C).

Reset Hand, revealing Blue Star and Leshykineticist to increase hand size to 7

"

Erasmus wrote:

Hand: Quarterstaff of Vaulting (Core), Blue Star, Harrow Deck, Verdant Rager, Leshykineticist, Sign of the Lantern Bearer, Blessing of the Elements,

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

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Missing Eye, Force Missile (Core)
Recharged: Blessing of the Green Faith 1, Blessing of the Green Faith 2, Cloud Puff, Spirit Surge, Mind Thrust, Brilliance,
Discard Pile: Unholy Aspergillum +3, Sign of the Pack,
Buried Pile: Stalking Armor, Angelstep,

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 ([X] 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 Sarenrae

Discard Spyglass to examine shuffled Sanctum

Shuffle Examine, 10 is the Giant Fly: 1d10 ⇒ 1 Sanctum Card 1: Demonic Fly
Shuffle Examine, 10 is the Giant Fly: 1d10 ⇒ 2 Sanctum Card 2: Bloodscent
So the top two are exactly the same! LOL

Give Card to Crowe (as an Acid Damage or Strength boost sacrifice): Nahyndrian Elixer


Move to Molten Pool and bury Thieves' Tools. Free explore and encounter Scizore.
Nissa!

Strength 9: 1d6 + 1d4 ⇒ (1) + (4) = 5 Banished

Discard Priest of Abadar to explore and encounter Rallying Cry. ooh boy!

Crowe:

Mongrel Archer:

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

Kess:
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.

the rest are from the acg site
Mother Myrtle:
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.

Erasmus:
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.

Merisiel:
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.

This was hugely lucky for me! Spend Mythic Charge
Intelligence 7: 1d20 + 2 ⇒ (1) + 2 = 3
Failed the roll and the barrier and all these lovely allies are banished, but I get to move! Move to Abyssal River

Partake in an Elixer of Healing from Mother Myrtle

Heal Cards: 1d4 + 1 ⇒ (2) + 1 = 3
Heal Blessing of the Spy 2, Priest of Abadar, and Blessing of Asmodeus

Nothing to be gained from examines here at the moment

Merisiel wrote:

Hand: Snakebite Dagger, Keen Rapier, Quick-Change Mask, Mouse, Blessing of the Spy 2, Blessing of Asmodeus,

Displayed: Armor of Insults,
Deck: 5 Discard: 3 Buried: 1
Current Location: Abyssal River
Hero Points: 2
Mythic Charges: 1
NOTES:
Available Support: Blessing available (though it may be good to hang onto to close if we happen tor burn this location down)
Mouse: Local Dexterity or Stealth: 1d4.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Captain's Cutlass, Blessing of Abadar, Priest of Abadar, Smoke Bomb, Lockpick Shield
Recharged:
Discard Pile: Sorrowsoul, Blessing of the Spy 1, Spyglass,
Buried Pile: Thieves' Tools,

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

Knights of Kenabres

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


Merisiel confirms that nothing has changed in the Sanctum and does some frantic scouting, eventually following a Researcher from the Molten Pools to an Abyssal River, where Mother Myrtle calmly administers some herbal concoction that refocuses Merisiel and makes her ready for what will come next.[/b]

Crowe: Was given Nahyndrian Elixer
Mother Myrtle: used Elixer of Healing on Merisiel
Sanctum: Though 1-2 were shuffle in on the last turn. They remain in the same examined spots.
Molten Pool: Banished 2-3
Everyone encountered an ally. You may attempt checks to acquire, but I failed mine so it's moot.


deck handler

Mother Myrtle attempts to recover all cards in their Recovery pile.
Elixir of Healing: Craft 6: 1d12 + 6 ⇒ (12) + 6 = 18 -> Elixir of Healing 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 a character encounters a bane, any character may recharge a blessing to allow that character to evade the bane.
At the end of your turn, you may examine the top or bottom card of your location deck.

Additional Rules: Villain: None

Henchmen:
Janeamine
Spoiler:
Henchman 2
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 17 OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait. If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand. If defeated, you may immediately attempt to close the location this henchman came from.

Demon Patrol
Spoiler:
Henchman 2
Type: Monster
Traits: Demon Outsider Skirmish
To Defeat: Dexterity Perception Stealth 10 OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni. If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

To win this scenario, close all locations.

Party Tracker

Scenario Level (#): 2

Turn: 16, Crowe/MauveAvenger

Random Cards:

Monsters
Spoiler:
Giant Amoeba
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_

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:
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:
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:
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_

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

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

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

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

Spoiler:
Force Shortbow +1
WotR
Weapon 1
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

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:
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.

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

Armors
Spoiler:
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.

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

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

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

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

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

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

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

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

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

Blessings
Spoiler:
Blessing of 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 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 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 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: 14

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Kess/dinketry:
Spoiler:
Hourglass Card 1 Kess/dinketry
Blessing of Shelyn
WotR
Blessing C
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 2 MotherMyrtle/Bigguyinblack
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 3 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 3 Erasmus/AbrahamZ.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Hourglass Card 4 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 4 Merisiel/NathanDavis
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 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 Baphomet
WotR
Blessing C
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Hourglass Card 8 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 8 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 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 Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Kess/dinketry:
Spoiler:
Hourglass Card 11 Kess/dinketry
Blessing of Torag
WotR
Blessing C
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 12 MotherMyrtle/Bigguyinblack
Blessing of Iomedae
WotR
Blessing C
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 13 Erasmus/AbrahamZ.
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 14 Merisiel/NathanDavis
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Location #1: Dark Forest
Closed
At This Location: At the end of your turn, recharge your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: 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 #3: Wounded Lands
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #4: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Erasmus
The start-of-turn Fire damage does still happen at the closed location.

Molten Pool Card 1:
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.
Molten Pool Card 2:
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.
Molten Pool Card 3:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Molten Pool Card 4:
Caltrop Bead
WotR
Item B
Traits:
Object
Magic
Basic
To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Molten Pool Card 5:
Poison Spiked Pit Trap
WotR
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Molten Pool Card 6:
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_

Location #5: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kess, Demonic Horde
Canyon Card 1:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Canyon Card 2:
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_
Canyon Card 3:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Location #6: 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: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Mother Myrtle, Merisiel
Abyssal River Card 1 (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.
Abyssal River Card 2:
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.
Abyssal River Card 3:
Blessing of Abadar
WotR
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Abyssal River Card 4:
Arboreal Blight
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Abyssal River Card 5:
Ghoul
WotR
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Abyssal River Card 6:
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.
Abyssal River Card 7 (Gargoyle):
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_

Location #7: Sanctum
Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M: 4 Ba: 1 W: 1 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Crowe, Giant Fly
Sanctum Card 1 (Demonic Fly):
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.
Sanctum Card 2 (Bloodscent):
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.
Sanctum Card 3:
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.
Sanctum 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_
Sanctum Card 5:
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.
Sanctum Card 6:
Vampire Spawn
WotR
Monster B
Traits:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
Sanctum Card 7:
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.
Sanctum Card 8:
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.
Sanctum Card 9:
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_
Sanctum Card 10:
Janeamine
WotR
Henchman 2
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 17
OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait.
If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand.
If defeated, you may immediately attempt to close the location this henchman came from.


Deck Handler

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

Turn: Turn 16 - Blessing of Ascension

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

SOT: N/a

Move: Stay at Sanctum

Explore: Demonic Fly

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

Reveal Gallivance and bury Nahyndrian Elixir to do Melee+1d6+1+Arcane.

Combat 13: 1d12 + 3 + 1d6 + 1 + 1d8 + 4 + 1 ⇒ (5) + 3 + (5) + 1 + (5) + 4 + 1 = 24

Defeated. Discard Gem of Physical Prowess as 1 Acid damage.

End Turn: Reset hand. May examine top card of location.

Bloodscent:
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.

[b]Recovery: N/a

[u]Summary[/u]:
Move: Sanctum
Acquired: N/a
Banished: Sanctum Card 1: Demonic Fly
Examined: Sanctum Card 2: Bloodscent
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Gallivance, Corroded Helm, Blackjacket, Spellcharger Jerkin, Nurah Dendiwhar,

Displayed:
Deck: 11 Discard: 6 Buried: 1
Current Location: Sanctum
Hero Points: 2
2-2A Hero Point not used
Mythic Charges: 1
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): Earthbreaker, Blessing of Erastil, Magic Weapon, Katana +1, Lightning Touch, Wooden Shield, Surgeon, Compass, Blessing of Gorum, Shieldsplitter Lance
Recharged: Strength,
Discard Pile: Blessing of the Samurai, Cat-o'-Nine-Tails, Unearthly Aim, Heavy Pick, Blessing of Kols, Gem of Physical Prowess,
Buried Pile: Nahyndrian Elixir,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 +1 mythic charge
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 +1 mythic charge

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.

Knights of Kenabres

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


Deck Handler

Will examine bottom card of location deck instead.

Janeamine:
Janemine
WotR
Henchman 2
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 17
OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait.
If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand.
If defeated, you may immediately attempt to close the location this henchman came from.


Deck Handler

The hour is of Shelyn. Display Banner of Valor. Explore and encounter Demon Patrol.

Kess plants her banner firmly in the earth of the canyon. As she does so, a contingent of demons crests the hill.

"Just in time, yeah?"

Bury Sacred Prism to defeat the Demon Patrol. Examine top 3 cards of the Molten Pool: #1 - Blood of Eustoyriax; #2 - Blessing of Shax; #3 - Demon Patrol. Discard Helm of the Valkyrie to attempt to close. Encounter and explore bottom card of the hourglass: Blessing of the Ascension. Would Mother Myrtle please discard a Blessing of the Elements for this?[/ooc]

Charisma (6) Check: 2d8 ⇒ (1, 3) = 4 Reroll that 1 with a tshirt reroll.
Reroll (6) Check: 1d8 + 3 ⇒ (3) + 3 = 6 SUCCESS! Location closed. All locations are shuffled. Draw Banner of Valor. End turn. Reset hand.

Kess wrote:

Hand: Blessing of the Ascension, Bronzed Leather, Blessing of Torag, Scale of Disguise, Spiny Shield, Banner of Valor,

Displayed: White War Paint,
Deck: 7 Discard: 6 Buried: 1
Current Location: Cavern
Hero Points: 1
Mythic Charges: 2
NOTES:
Available Support: Blessing if you need it.
Other: Always available to take local combats.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Smith, Blessing of the Quartermaster, Retainer, Fencer, Iron Knuckles, Staff of Minor Healing
Recharged: Wolfhide Armor,
Discard Pile: Blessing of Lamashtu, Master Cartman, Cook, Kimroth Otai, Guide, Helm of the Valkyrie,
Buried Pile: Sacred Prism,

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

Discard Blessing of the Elements 2 for Kess.

Blessing of Ascension in effect.

Reveal Fortune-Teller and name Bane.

random card: 1d7 ⇒ 3

Blessing of Abadar. Nope. Take my free explore.

Abyssal River Card 3: Blessing of Abadar:

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

divine 5: 1d12 + 1d4 + 4 ⇒ (6) + (2) + 4 = 12

Examine the next card. Gargoyle

random from the top: 1d6 ⇒ 6

Mother Myrtle wrote:

Hand: Blessing of the Elements 1, Fortune-Teller, Blessing of Abadar, Porcupine (Core), Acid Flask (Core) 1, Immolate (Core),

Displayed:
Deck: 9 Discard: 4 Buried: 0
"Current Location: Abyssal River
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use. Holding on to Immolate.
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.

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.

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.

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

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): Potion of Restoration, Magic Hide Armor, Elixir of Focus
Recharged: Cure, Acid Arrow (Core), Fire Bolt, Sonic Blast, Acid Flask (Core) 2, Elixir of Healing,
Discard Pile: Researcher, Blessing of Deskari, Droogami (Core), Blessing of the Elements 2,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

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

Abyssal River Card 3 acquired. Card 7 Gargoyle examined and on top.


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 a character encounters a bane, any character may recharge a blessing to allow that character to evade the bane.
At the end of your turn, you may examine the top or bottom card of your location deck.

Additional Rules: Villain: None

Henchmen:
Janeamine
Spoiler:
Henchman 2
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 17 OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait. If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand. If defeated, you may immediately attempt to close the location this henchman came from.

Demon Patrol
Spoiler:
Henchman 2
Type: Monster
Traits: Demon Outsider Skirmish
To Defeat: Dexterity Perception Stealth 10 OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni. If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

To win this scenario, close all locations.

Party Tracker

Scenario Level (#): 2

Turn: 19, Erasmus/AbrahamZ.

Random Cards:

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

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

Spoiler:
Temptation of 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.

Weapons
Spoiler:
Flaming Spear +1
WotR
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

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

Spoiler:
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.

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

Spoiler:
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:
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.

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

Armors
Spoiler:
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:
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:
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:
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:
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.

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

Spoiler:
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:
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.

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

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

Spoiler:
Warhorse
WotR
Ally 2
Traits:
Animal
Mount
Elite
To Acquire:
Wisdom
Survival 7
At the end of your turn, discard this card to move.
Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.

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

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

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

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

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

Current Hour:

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

Hours Remaining: 10

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 1 Merisiel/NathanDavis
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 2 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 2 Crowe/MauveAvenger
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 3 Kess/dinketry:
Spoiler:
Hourglass Card 3 Kess/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 4 MotherMyrtle/Bigguyinblack
Blessing of Baphomet
WotR
Blessing C
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Hourglass Card 5 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 5 Erasmus/AbrahamZ.
Blessing of Ascension
WotR
Blessing C
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 6 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 6 Merisiel/NathanDavis
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Torag
WotR
Blessing C
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 9 MotherMyrtle/Bigguyinblack
Blessing of Iomedae
WotR
Blessing C
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 10 Erasmus/AbrahamZ.
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Dark Forest
Closed
At This Location: At the end of your turn, recharge your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: 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 #3: Wounded Lands
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #4: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Erasmus, Blood of Eustoyriax, Blessing of Shax, Demon Patrol
The start-of-turn Fire damage does still happen at the closed location.

Molten Pool Card 1:
Demon Patrol
None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Molten Pool Card 2:
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.
Molten Pool Card 3:
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.
Molten Pool Card 4:
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.
Molten Pool Card 5:
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.
Molten Pool Card 6:
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_

Location #5: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kess

Location #6: 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: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Mother Myrtle, Merisiel, Bat

Abyssal River Card 1 (Gargoyle):
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_
Abyssal River Card 2:
Ghoul
WotR
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Abyssal River Card 3:
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.
Abyssal River Card 4:
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.
Abyssal River Card 5:
Arboreal Blight
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Abyssal River Card 6:
Potion of Beast Skin
WotR
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.

Location #7: Sanctum
Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M: 3 Ba: 1 W: 1 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Crowe, Giant Fly, Bloodscent, Janeamine
Sanctum Card 1:
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.
Sanctum Card 2:
Janeamine
WotR
Henchman 2
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 17
OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait.
If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand.
If defeated, you may immediately attempt to close the location this henchman came from.
Sanctum Card 3:
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_
Sanctum Card 4:
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_
Sanctum Card 5:
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.
Sanctum Card 6:
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.
Sanctum Card 7:
Vampire Spawn
WotR
Monster B
Traits:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
Sanctum Card 8:
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.
Sanctum Card 9:
Hand Crossbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.


Deck Handler

At the end of Mother Myrtle's turn:
Banish Harrow Deck to Recovery to examine and reorder top 3 cards of Molten Pool: Demon Patrol, Blessing of Shax, Blood of Eustoyriax. Reorder as Shax, Demon Patrol, Blood.

Recovery: bury Harrow Deck

It is the hour of Baphomet

Molten Pool Location Power: At the start of your turn, you are dealt 1 Fire damage: discard Blue Star.
Erasmus Power: At the start of any turn, you may choose a card type and recharge every card of that type; add 1 + the number of cards recharged to your checks until the end of the turn. Recharge Verdant Rager and Leshykineticist
This turn, +3 to all checks due to Erasmus Power

Molten Pool Location Power: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead.

Free exploration

Molten Pool 1 is 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.

Combat 9: 1d6 + 1d4 + 2 + 2 + 3 ⇒ (4) + (4) + 2 + 2 + 3 = 15

Discard Sign of the Lantern Bearer to explore

Molten Pool 2 is Demon Patrol:

None
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Discard Blessing of the Elements to Bless
Perception 10: 2d6 + 2 + 3 + 3 ⇒ (5, 1) + 2 + 3 + 3 = 14

Demon Patrol Power: examine top 3 cards of Sanctum: Glibness (Spell B), Janeamine (Henchman), Spectre (Monster 2)

Discard Blessing of Shax to attempt to close Molten Pool

Molten Pool When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number = 3 Fire dmg. Discard Quarterstaff of Vaulting (only card left in hand) for 3 Fire dmg.

Molten Pool is closed.
When Permanently Closed: No effect.

End turn

Reset Hand

Erasmus wrote:

Hand: The Missing Eye, Force Missile (Core), Cloud Puff, Blessing of the Green Faith 1, Blessing of the Green Faith 2,

Displayed: Spirit Relatives (Nissa),
Deck: 5 Discard: 7 Buried: 3
Current Location: Molten Pool
Hero Points: 2
Tshirt Reroll: Used
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.

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Spirit Surge, Mind Thrust, Brilliance, Verdant Rager, Leshykineticist,
Discard Pile: Unholy Aspergillum +3, Sign of the Pack, Blue Star, Sign of the Lantern Bearer, Blessing of the Elements, Blessing of Shax, Quarterstaff of Vaulting (Core),
Buried Pile: Stalking Armor, Angelstep, 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 ([X] 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 Nethys

Free Explore and encounter Gargoyle
Reveal and recharge Snakebite Dagger. Recharge Mother Myrtle's Porcupine

Combat Stealth 14: 1d12 + 5 + 2d4 + 1 + 1d8 ⇒ (11) + 5 + (1, 4) + 1 + (2) = 24 Banished!

Discard Blessing of the Spy to explore and encounter Ghoul
Reveal Keen Rapier. Blessing of the Spy

Combat Acrobatics 11: 1d12 + 4 + 1d6 + 1 + 1d12 ⇒ (2) + 4 + (4) + 1 + (7) = 18 Banished!

Discard Mouse to explore and encounter Bat

Wisdom 6: 1d4 ⇒ 2 Banished!

Recharge Quick-Change Mask to recharge random Ally

1.Sorrowsoul 2.Mouse: 1d2 ⇒ 1 Recharge Sorrowsoul

End of turn, examine: Abyssal River Card 4: Incubus

Merisiel wrote:

Hand: Lockpick Shield, Keen Rapier, Captain's Cutlass, Priest of Abadar, Blessing of Abadar, Blessing of Asmodeus,

Displayed: Armor of Insults,
Deck: 4 Discard: 4 Buried: 1
Current Location: Abyssal River
Hero Points: 2
Mythic Charges: 1
NOTES:
Available Support: Blessings available (though it may be good to hang onto one of them to close if we happen tor burn this location down)
Captain's Cutlass: Local Reduce 2 Combat Damage
Priest of Abadar: Add 1d6 to check to acquire local

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Smoke Bomb
Recharged: Snakebite Dagger, Quick-Change Mask, Sorrowsoul,
Discard Pile: Blessing of the Spy 1, Spyglass, Blessing of the Spy 2, Mouse,
Buried Pile: Thieves' Tools,

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

Knights of Kenabres

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


Merisiel steps in front of Mother Myrtle ready for anything this Abyssal River has to throw at her.

First a Gargoyle flies overhead. Mother Myrtle is able to distract it with a Porcupine enough that it doesn't see Merisiel's dagger flying towards it. It falls out of the sky like a stone. Getting that dagger back will be a trick.

Without a moment to spare, a Ghoul lurches out of the waters to pull Merisiel in. She slices back with her Keen Rapier plunging the blade the rotting remains of the undead creature's rotting heart.

Meanwhile, Merisiel's mouse flees from a Bat terrified.

Recharged Mother Myrtle's Porcupine
Abyssal River: 1-3 Banished. Examined 4


Deck Handler

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

Turn: Turn 21 - Blessing of Ascension

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

SOT: N/a

Move: Stay at Sanctum

Explore: Glibness

Glibness:
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.

Arcane 6: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Acquired! Recharge Nurah Dendiwhar to explore location. Add 1d4+1 to first check.

Janeamine:
Janeamine
WotR
Henchman 2
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 17
OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait.
If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand.
If defeated, you may immediately attempt to close the location this henchman came from.

BYA Arcane 12: 1d8 + 3 + 1 + 1d4 + 1 ⇒ (4) + 3 + 1 + (3) + 1 = 12

Nurah?: 1d12 ⇒ 11

Success.For combat, reveal Gallivance and bury Blackjacket to do Melee+1d6+1+Arcane. Bury Spellcharger Jerkin to add 1d10 and Force trait.

Combat 17: 1d12 + 3 + 1 + 1d6 + 1 + 1d8 + 4 + 1d10 ⇒ (1) + 3 + 1 + (6) + 1 + (4) + 4 + (2) = 22

Defeated! Can attempt to close. Banish Corroded Helm. Will move to Abyssal River on close (using Power).

End Turn: Reset hand. May examine top card of location.

Incubus:
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.

Recovery: N/a

[u]Summary[/u]:
Move: Sanctum -> Abyssal River
Acquired: Sanctum Card 1: Glibness
Banished: [ooc]Sanctum Card 2: Janeamine

Examined: Abyssal River Card 4: Incubus
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Gallivance, Glibness, Compass, Blessing of Erastil, Blessing of Gorum,

Displayed:
Deck: 9 Discard: 6 Buried: 3
Current Location: Abyssal River
Hero Points: 2
2-2A Hero Point not used
Mythic Charges: 1
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, Earthbreaker, Katana +1, Wooden Shield, Magic Weapon, Lightning Touch, Surgeon
Recharged: Strength, Nurah Dendiwhar,
Discard Pile: Blessing of the Samurai, Cat-o'-Nine-Tails, Unearthly Aim, Heavy Pick, Blessing of Kols, Gem of Physical Prowess,
Buried Pile: Nahyndrian Elixir, Blackjacket, Spellcharger Jerkin,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 +1 mythic charge
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 +1 mythic charge

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.

Knights of Kenabres

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


Deck Handler

Correction from last turn: the Demon Patrol is a monster, as pointed out to me. I should have healed a card from defeating one of them. I'll retroactively heal the oldest card in my discard pile: Blessing of Lamashtu.

The hour is of Ascension. Move to the Abyssal River. Display Banner of Valor. Take free encounter - Incubus. Not going to attempt the BYA Intelligence/Knowledge check. Merisiel will summon and evade the Blood Demon since she's local.

Combat (15) Check, Banner of Valor: 1d10 + 3 + 1 + 2 + 1d12 + 1d8 ⇒ (5) + 3 + 1 + 2 + (7) + (3) = 21 SUCCESS! Heal Kimroth Otai. Discard Blessing of the Ascension to explore again: Arboreal Blight Ugh - this is awful. Everyone has to summon and encounter Fiendish Trees. If any are undefeated, then I have to encounter Ulkreth.

Fiendish Tree:
WOTR-B henchman (monster)
Plant Demon Veteran
Check to defeat:
Combat
13
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.

Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

Ulkreth:

WOTR-B, WOTR-C henchman (monster)
OutsiderDemon
Check to defeat
Combat
16
OR
Acrobatics
12
Powers
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. if the check to defeat has the Acid, Cold, or Fire trait, succeed at a Knowledge 8 check to add 5 to it.

If you fail a 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.

Kess heads for her party, fording a sinister-appearing river of sludge on their way to victory over these blighted lands. Suddenly, an odd demon appears in front of the brawler, promising doom and damnation. Kess doesn't hesitate to punch it until it stops talking, but as she does so, a rumbling draws her attention to the horizon, as the very trees of the forest themselves begin moving aggressively towards the party, clawed branches raking at their righteous armies!

Discard Spiny Shield and Bronzed Leather for both the BYA and the AYA combat poison damage. I'm going to spend a Mythic Charge here.

Combat (17) Check: 1d10 + 3 + 1 + 2 + 1d20 + 1d8 ⇒ (1) + 3 + 1 + 2 + (10) + (7) = 24 SUCCESS! Heal Master Cartman. There may be a need to see if I have to fight Ulkreth, but I'll end my turn at this point as I wouldn't be able to close this location as noted in Discord notes. End turn and reset hand (I'll post hand once we know that I don't have to fight anything else.)


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

Since the BYA summon from the Incubus is not random, I'm assuming that came to Merisiel who evades it.

Merisiel also evades the Fiendish tree. This will be the first Fiendish tree not defeated.


Deck Handler

Crowe will encounter a Fiendish Tree

Fiendish Tree:
Fiendish Tree
WOTR-B henchman (monster)
Plant Demon Veteran
Check to defeat:
Combat
13
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

Discard Glibness as 1 Ranged Combat damage.

For combat, reveal Gallivance and bury Compass to do Melee+1d6+1+Arcane.

Combat 13+2=15: 1d12 + 3 + 1 + 1d6 + 1 + 1d8 + 4 ⇒ (2) + 3 + 1 + (2) + 1 + (7) + 4 = 20

Discard Gallivance as 1 Ranged Combat damage.

Crowe wrote:

Hand: Blessing of Erastil, Blessing of Gorum,

Displayed:
Deck: 9 Discard: 8 Buried: 4
Current Location: Abyssal River
Hero Points: 2
2-2A Hero Point not used
Mythic Charges: 1
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): Earthbreaker, Lightning Touch, Katana +1, Shieldsplitter Lance, Surgeon, Magic Weapon, Wooden Shield
Recharged: Strength, Nurah Dendiwhar,
Discard Pile: Blessing of the Samurai, Cat-o'-Nine-Tails, Unearthly Aim, Heavy Pick, Blessing of Kols, Gem of Physical Prowess, Glibness, Gallivance,
Buried Pile: Nahyndrian Elixir, Blackjacket, Spellcharger Jerkin, Compass,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 +1 mythic charge
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 +1 mythic charge

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.

Knights of Kenabres

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


deck handler

Fiendish Tree:

WOTR-B henchman (monster)
Plant Demon Veteran
Check to defeat:
Combat
13
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.

Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

BYA discard Porcupine (Core) to poison damage.

combat 13 +2 +2 casting Immolate: 1d12 + 1d4 + 2d4 + 1d8 + 4 ⇒ (10) + (3) + (3, 3) + (5) + 4 = 28

Discard Blessing of the Elements 2 to AYA poison damage.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Immolate (Core): Arcane 7: 1d12 + 1d4 + 4 ⇒ (8) + (1) + 4 = 13 -> Immolate (Core) recharged.


Erasmus must summon a Fiendish Tree, from the Arboreal Blight on Kess's turn.
Kess must roll d20 to avoid summoning an Ulkreth, from the Arboreal Blight on her 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 a character encounters a bane, any character may recharge a blessing to allow that character to evade the bane.
At the end of your turn, you may examine the top or bottom card of your location deck.

Additional Rules: Villain: None

Henchmen:
Janeamine
Spoiler:
Henchman 2
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 17 OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait. If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand. If defeated, you may immediately attempt to close the location this henchman came from.

Demon Patrol
Spoiler:
Henchman 2
Type: Monster
Traits: Demon Outsider Skirmish
To Defeat: Dexterity Perception Stealth 10 OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni. If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

To win this scenario, close all locations.

Party Tracker

Scenario Level (#): 2

Turn: 23, MotherMyrtle/Bigguyinblack

Random Cards:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Horn of Assured Victory
WotR
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

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

Blessings
Spoiler:
Blessing of 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 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.

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.

Current Hour:

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

Hours Remaining: 6

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 1 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 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 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 4 Kess/dinketry:
Spoiler:
Hourglass Card 4 Kess/dinketry
Blessing of Torag
WotR
Blessing C
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 5 MotherMyrtle/Bigguyinblack
Blessing of Iomedae
WotR
Blessing C
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 6 Erasmus/AbrahamZ.
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Dark Forest
Closed
At This Location: At the end of your turn, recharge your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: 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 #3: Wounded Lands
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #4: Molten Pool
Closed
At This Location: At the start of your turn, you are dealt 1 Fire damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus

Location #5: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mother Myrtle, Merisiel, Crowe, Kess

Banner of Valor (displayed):
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.


Abyssal River Card 1:
Potion of Beast Skin
WotR
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.

Location #7: Sanctum
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:


Deck Handler

Fiendish Tree:

WOTR-B henchman (monster)
Plant Demon Veteran
Check to defeat:
Combat
13
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

Bury Cloud Puff to ignore both the BYA and the AYA effects

Reveal Missing Eye vs Demon
Combat 13+2+2=17: 1d6 + 1d4 + 2 + 2 + 1d8 + 1 + 1d6 + 2 ⇒ (5) + (4) + 2 + 2 + (7) + 1 + (6) + 2 = 29

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