[PFSACG]The Complete Adventure

Game Master TColMaster

Digital Chronicle Sheets

Shared Hand Tracker

Player Turn Order
TColMaster - Cogsnap
Gimry - Kess
Abraham Z - Shardra
The Chu - Seoni

Mythic Charges:

After you gain a mythic path card, you begin each scenario with
a number of mythic charges equal to that scenario’s adventure deck
number. Use the provided counters to track your mythic charges. If
you encounter a bane that has the Mythic trait, when it is defeated,
you get 1 charge. You may expend charges for certain powers. When
you reset your hand at the end of your turn, if you have more mythic
charges than the scenario’s adventure deck number, expend charges
down to that number.

S&S Ship Rules:

Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location,
you are commanding your party’s ship. All characters at your location
are on the ship; characters at other locations are not on the ship. If
you move or are moved while commanding the ship, other characters
on the ship may choose to move with you. Effects that restrict
movement still apply—if something prevents you from moving, you
can’t move; if something is preventing another character at your
location from moving, that character cannot move with you. Any
character who does not move with you is no longer on the ship.

Whenever it is your turn, if your ship is anchored and you are
at the ship’s location, you are commanding your party’s ship; all
characters at your location are on the ship. You may not choose to
move an anchored ship. If your character moves or is moved from the
ship’s location, you are no longer on the ship or commanding it, and
other characters may not choose to move with you.
ENCOUTERING SHIPS
While you are commanding a ship, you may encounter other ships. If
you are not commanding a ship, banish any ship you would encounter.

Even though a ship is neither a bane nor a boon, encountering
a ship is much like encountering a bane: if you don’t evade it, you
must attempt a check to defeat it. If you succeed at all of the checks
required to defeat a ship, and your ship is not wrecked, stash a
plunder card (see Plunder Cards below). If you fail a check to defeat
a ship, it does not deal damage to your character; instead, it deals
Structural damage to your ship (see Structural Damage below).
Whether you succeed or fail to defeat a ship, unless you seize it (see
Seizing Ships below), return it to wherever it came from.

Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship,
it replaces your current ship, which is banished. Take any plunder
cards that were under your original ship and put them under your
new ship. Seizing a ship does not allow you to check it off on your
fleet card.
If your ship is anchored, and you seize another ship, that ship is
now anchored.

Structural Damage
Structural damage is a special type of damage; it does not affect
characters, and it is the only type of damage that affects ships.
Cards that reduce damage only to characters do not affect Structural
damage. If you fail a check to defeat a ship, it deals an amount of
Structural damage to your ship equal to the difference between the
difficulty to defeat the ship and your check result.

When your ship is dealt Structural damage, first apply any powers
on the ship card or other cards in play that reduce or increase that
damage. Then characters may play cards or use powers that affect
Structural damage. Finally, any character may discard any number
of cards from his hand to reduce Structural damage by 1 for each
such discarded card. If the Structural damage is reduced to 0, the
ship is unaffected.

If a ship that is not already wrecked is successfully dealt any
Structural damage, it is wrecked (see Wrecked Ships below); you
do not need to discard cards equal to the amount of damage—the
effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural
damage, discard a number of cards from the blessings deck equal to
the amount of damage successfully dealt to the ship.

Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked
state. When commanding a wrecked ship, at the start of your move
step, you may attempt the check to repair the ship listed on the ship
card; if you succeed, the ship is no longer wrecked, so you turn the
ship card faceup. If you move while commanding a wrecked ship,
other characters cannot choose to move with you. When a ship is
wrecked, you can never stash more plunder cards under it (see
Plunder Cards below). At the end of any turn, if your ship is wrecked,
banish 1 random plunder card from under the ship.

Plunder Cards
Plunder cards commonly represent potential rewards carried on your
ship. When you stash a plunder card, roll 1d6 on the table below,
draw 1 card of the corresponding type from the box without looking
at the card, and unless otherwise instructed, put the plunder card
facedown under your ship.
PLUNDER TABLE
d6 Card Type
1 weapon
2 spell
3 armor
4 item
5 ally
6 choose 1 of the above 5 card types
If you win the scenario, treat any plunder cards under your ship as
you do loot; if you lose the scenario, put them back in the box. You
don’t get to use plunder cards while they’re under your ship card, so
do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario (see page 7).
You also stash 1 plunder card if you defeat a ship while your ship is
not wrecked (see Encountering Ships on page 17).
If you are instructed to add a plunder card to your hand or to a
deck, roll on the Plunder Table, draw the corresponding card from the
box, and add it as you would any other card. (This does not count as
stashing a plunder card.)


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Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

Turn - Hour: Blessing of Baphomet
Hour Rules: None
SOT: Corrupted Soldier (Alchemist Fire): 1d8 + 3d6 + 2 ⇒ (8) + (1, 6, 3) + 2 = 20
-Put Elixir of Love into Recovery
- RNG Armor 2 Spellcaster's Shield
-COGSNAP GOODIE Potion of Striding
--Use Potion to move SEONI to Guardpost w/ Shardra.
Give Card: None
Move: XX -> YY
Location Powers: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
Explore: Demonic Fly
Alchemists Fire, Put Striding 2 into Recovery
Combat 13: 1d8 + 3d6 + 2 ⇒ (8) + (6, 2, 2) + 2 = 20
AYA Damage: Acid Flask
COGSNAP GOODIE: Potion of Beast Skin
Play Potion of Restoration (put Beast Skin into Recovery) - Blast Stone, Clockwork Servant
Bury Servant to Explore
vCorroded Helm Con 3: 1d6 ⇒ 1
CLOSE CHECK: Corrupted Henchmen
Alchemists Fire
Combat 13: 1d8 + 3d6 + 2 ⇒ (4) + (3, 5, 4) + 2 = 18
Location Closed, Armor x2 (location and Henchmen) Stalking Armor, Steel Shield

Cogsnap ends their turn.

Cogsnap attempts to recover all cards in their Recovery pile.
Elixir of Love Craft 8: 1d10 + 2 ⇒ (5) + 2 = 7
Potion of Striding Craft 6: 1d10 + 2 ⇒ (4) + 2 = 6
Potion of Striding Craft 6: 1d10 + 2 ⇒ (9) + 2 = 11
Potion of Beast Skin Craft 6: 1d10 + 2 ⇒ (3) + 2 = 5
Clockwork Servant Craft 8: 1d10 + 2 ⇒ (3) + 2 = 5
Alchemist Fire Craft 9: 1d10 + 2 ⇒ (8) + 2 = 10
Cogsnap resets their hand.

[u]Summary[/u]
Acquired: None
Banished: Demonic Fly
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): Seoni move to Guardpost 3.

"

Cogsnap wrote:

Hand: Light Crossbow (Core), Bot Elements 2, Potion of Healing, Potion of Restoration, Blast Stone, Armored Coat (Core),

Displayed: Anevia Tirabade, Clockwork Spy,
Deck: 10 Discard: 8 Buried: 0
Hero Points: 0

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bot Elements 3, Potion of Beast Skin, Anesthetizing SLime
Recharged: Bot Elements 1, Immolate (Core), Elixir of Healing, Potion of Striding, Potion of Striding 2, Alchemist's Fire,
Discard Pile: Potion of Healing 2, Magic Shield, Flaming Shortbow, Potion of Restoration 2, Acid Flask (Core), Elixir of Love, Potion of Beast Skin 2, Clockwork Servant (Core),
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☐ +2 ☐ +3
Disable +3
Ranged +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☐ +1 ☐ +2 ☐ +3
Arcane +1
Craft +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armors, Weapons, Alchemy, Arcane
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
Add 1d6 to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.
▢ During recovery, you may discard Alchemical boons instead of banishing them.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Start of Kess Turn:
Potion of Healing: 1d4 ⇒ 1
Put Blast Stone into Recover
Potion of Healing: 1d4 ⇒ 2
Put Restoration into Recovery
Potion of Healing: 1d4 ⇒ 1

Put Healing into Recovery

RNG: 1d8 + 1d7 + 1d6 + 1d5 ⇒ (2) + (7) + (4) + (4) = 17

Recovery Blast Stone Craft 6: 1d10 + 2 ⇒ (2) + 2 = 4
Restoration Recovery Craft 9: 1d10 + 2 ⇒ (10) + 2 = 12
Healing Recovery Craft 7: 1d10 + 2 ⇒ (10) + 2 = 12
"

Cogsnap wrote:

Hand: Light Crossbow (Core), Bot Elements 2, Armored Coat (Core),

Displayed: Anevia Tirabade, Clockwork Spy,
Deck: 16 Discard: 5 Buried: 0
Hero Points: 0

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Magic Shield, Elixir of Healing, Bot Elements 3, Potion of Beast Skin, Immolate (Core), Bot Elements 1, Alchemist's Fire, Elixir of Love, Clockwork Servant (Core), Potion of Striding, Acid Flask (Core), Anesthetizing SLime, Potion of Striding 2
Recharged: Potion of Restoration, Potion of Healing,
Discard Pile: Potion of Healing 2, Blast Stone, Flaming Shortbow, Potion of Restoration 2, Potion of Beast Skin 2,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☐ +2 ☐ +3
Disable +3
Ranged +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☐ +1 ☐ +2 ☐ +3
Arcane +1
Craft +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armors, Weapons, Alchemy, Arcane
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
Add 1d6 to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.
▢ During recovery, you may discard Alchemical boons instead of banishing them.

"


During This Adventure: The servitor demon is the henchman Demonling.

Demonling:

Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 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 humliating_ If a demonling outlives his maste, he'll seek outers to humiliate_

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

During This Scenario:

Additional Rules: Using the deck list from Guardpost, build a number of Guardpost locations equal to the number of characters. When you close a location, do not flip the Guardpost card over.

Treat the henchman Brimorak as if it is the henchman Corrupted Soldier.

Corrupted Soldier:

Henchman
Type: Monster
Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number. If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number. If defeated, you may immediately attempt to close the location this henchman came from.

When you acquire a boon from a location deck, put it facedown in a boon pile next to the scenario. When you defeat a Corrupted Soldier henchman, draw a random armor or weapon from the box and put it in the boon pile. When you fail to permanently close a location or defeat a henchman, banish a random card from the boon pile; if the boon pile is empty, instead banish the top card of the blessings deck.

When you permanently close the last location, summon and build the location Laboratory, and shuffle Ylyda Svyn into its location deck. If Ylyda Svyn is undefeated, banish her; the next character summons and encounters Ylyda Svyn as the first exploration of his turn. To win the scenario, defeat Ylyda Svyn.

COHORT: HORGUS GWERM, ANEVIA TIRABADE

Anevia Tirabade:

Cohort
Traits: Human Rogue Mendevian Veteran
To Acquire: 0
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location. At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.

Horgus Gwerm:

Cohort
Traits: Human Aristocrat Mendevian Veteran
To Acquire: 0
Recharge this card to add 1d4 plus the scenario's adventure deck number to any check to acquire a boon by a character at your location. If you don't have a role card, instead recharge this card and another boon. Bury this card to explore your location. During this exploration, add 1d4 plus the scenario's adventure deck number to your checks to acquire boons.

Cogsnap Goodies:

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.

Scenario Level (#): 1

Turn: 18, Kess/Gimry

Random Cards:

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

Spoiler:
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:
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:
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:
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_

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

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

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

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

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

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

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

Spells
Spoiler:
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.

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

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

Spoiler:
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.

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

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

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

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

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

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:
Mist Horn
WotR
Item 1
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card next to a location. Reduce damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

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

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

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

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

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

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

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 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 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.

Current Hour:

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

Hours Remaining: 12

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Shardra/AbrahamZ.:
Spoiler:
Hourglass Card 1 Shardra/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 2 Seoni/TheChu:
Spoiler:
Hourglass Card 2 Seoni/TheChu
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Cogsnap/tcolmaster01:
Spoiler:
Hourglass Card 3 Cogsnap/tcolmaster01
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 4 Kess/Gimry:
Spoiler:
Hourglass Card 4 Kess/Gimry
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 5 Shardra/AbrahamZ.:
Spoiler:
Hourglass Card 5 Shardra/AbrahamZ.
Blessing of Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Seoni/TheChu:
Spoiler:
Hourglass Card 6 Seoni/TheChu
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Cogsnap/tcolmaster01:
Spoiler:
Hourglass Card 7 Cogsnap/tcolmaster01
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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/Gimry:
Spoiler:
Hourglass Card 8 Kess/Gimry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Shardra/AbrahamZ.:
Spoiler:
Hourglass Card 9 Shardra/AbrahamZ.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 10 Seoni/TheChu:
Spoiler:
Hourglass Card 10 Seoni/TheChu
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Cogsnap/tcolmaster01:
Spoiler:
Hourglass Card 11 Cogsnap/tcolmaster01
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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/Gimry:
Spoiler:
Hourglass Card 12 Kess/Gimry
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.

Location #1: Guardpost
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Kess/Gimry, None

Guardpost Card 1:
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.
Guardpost 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_
Guardpost Card 3:
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.
Guardpost Card 4:
Ghoul
WotR
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Guardpost Card 5:
Brimorak
WotR
Henchman B
Type: Monster
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.

Location #3: Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/AbrahamZ., Seoni/TheChu, None
Guardpost Card 1:
Brimorak
WotR
Henchman B
Type: Monster
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.

Location #4: Guardpost
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Cogsnap/tcolmaster01, None


========================
Kess starts her turn.
Hour: Blessing of Deskari
Hour Power:No effect.
Location: Guardpost
Location Power:At the start of your turn, summon and encounter the henchman Corrupted Soldier.
Adventure Powers:

  • The servitor demon is the henchman Demonling.
    Scenario Powers:
  • Treat the henchman Brimorak as if it is the henchman Corrupted Soldier.
  • When you acquire a boon from a location deck, put it facedown in a boon pile next to the scenario. When you defeat a Corrupted Soldier henchman, draw a random armor or weapon from the box and put it in the boon pile. When you fail to permanently close a location or defeat a henchman, banish a random card from the boon pile; if the boon pile is empty, instead banish the top card of the blessings deck.
  • When you permanently close the last location, summon and build the location Laboratory, and shuffle Ylyda Svyn into its location deck. If Ylyda Svyn is undefeated, banish her; the next character summons and encounters Ylyda Svyn as the first exploration of his turn. To win the scenario, defeat Ylyda Svyn.

    Corrupted Soldier:

    Henchman
    Type: Monster
    Traits: Human Soldier Veteran
    To Defeat: Combat 9 OR Charisma Diplomacy 6
    The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number. If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number. If defeated, you may immediately attempt to close the location this henchman came from.

    Combat 11(9+2): 1d10 + 4 + 1d12 + 1d4 ⇒ (10) + 4 + (7) + (1) = 22

    Roll Details:

    Combat(Melee) - 1d10+4
    Brawlers Might - 1d12
    Amulet of Mighty Fists - 1d4

    Kess has all cards in her discard pile healed: (Bo (Athlete)). Deck shuffled.

    Add new Armor to pot - Wooden Shield(B)

    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.

    Combat 14(13+1): 1d10 + 4 + 1d12 + 1d4 + 1d4 ⇒ (5) + 4 + (1) + (2) + (3) = 15

    Roll Details:

    Combat(Melee) - 1d10+4
    Brawlers Might - 1d12
    Amulet of Mighty Fists - 1d4
    Gecks (Fire Gecko) - 1d4

    Discard Gecks to explore again

    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: 1d10 + 4 + 1d12 + 1d4 ⇒ (9) + 4 + (1) + (4) = 18

    Roll Details:

    Combat(Melee) - 1d10+4
    Brawlers Might - 1d12
    Amulet of Mighty Fists - 1d4

    Kess has all cards in her discard pile healed: (Gecks (Fire Gecko)). Deck shuffled.

    Fly to Guardpost 3

    Reveal Cloud Puff and Leshykineticist to increase handsize

    "

    Kess wrote:

    Hand: Crocodile Skin Madu, Amulet of Mighty Fists, Cloud Puff, Leshykineticist, Blessing of Gozreh, Blessing of the Green Faith (2), Aron Kir,

    Displayed: White War Paint, Magic Chain Mail,
    Deck: 8 Discard: 0 Buried: 0
    Current Location: Guardpost
    Hero Points: 0
    NOTES:
    Available Support:
  • Blessing of the Green Faith - Recharges to Bless
    Other: Paizo reroll used for scenario 1-1D?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Green Faith, Iron Knuckles, Quartz (Quartermaster), Eruataki Coat, Councilor's Ring, Retainer, Gecks (Fire Gecko), Bo (Athlete)
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On 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
    When you defeat a monster, you may heal a card

    "

    End of Turn Summary
    Banished Card 1
    Shuffled Card 2 into Guardpost 3


  • Deck Handler

    It is the hour of Abraxas

    SoT Corrupted Soldier:

    Henchman
    Type: Monster
    Traits: Human Soldier Veteran
    To Defeat: Combat 9 OR Charisma Diplomacy 6
    The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number. If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number. If defeated, you may immediately attempt to close the location this henchman came from.

    Reveal Flame Staff; freely reveal Binder's Tome
    Ask Kess to recharge BotGF 2
    Combat 9+2=11: 1d10 + 4 + 1d4 + 1d4 ⇒ (4) + 4 + (1) + (4) = 13

    Add Random Armor 2 - Magic Scale Mail (B) - to the pot.

    Free exploration
    Shuffled location, Fly is 2: 1d2 ⇒ 1

    Guardpost Card 1 is Brimorak:

    WotR
    Henchman B
    Type: Monster
    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.

    Send Frigid Blast to Recovery
    Reveal Binder's Tome
    Ask Seoni to recharge Acad Student
    Combat 12+2=14: 1d10 + 4 + 2d4 + 1d4 + 1d4 ⇒ (7) + 4 + (2, 3) + (2) + (1) = 19

    When Closing: Summon and defeat the henchman Corrupted Soldier.

    SoT Corrupted Soldier:

    Henchman
    Type: Monster
    Traits: Human Soldier Veteran
    To Defeat: Combat 9 OR Charisma Diplomacy 6
    The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number. If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number. If defeated, you may immediately attempt to close the location this henchman came from.

    Reveal Flame Staff; freely reveal Binder's Tome
    Discard Blessing of Pharasma 1
    Combat 9+2=11: 2d10 + 4 + 1d4 + 1d4 ⇒ (10, 10) + 4 + (1) + (2) = 27

    Add Random Armor 3 - Scale Mail (B) - to the pot.

    When Permanently Closed: On closing, draw a random armor from the box. - draw Random Armor 4 - Spellcaster's Shield (Armor 1!)

    Guardpost #3 is closed.

    Recovery Phase:
    Recharge Frigid Blast? Divine 8: 1d10 + 4 ⇒ (2) + 4 = 6

    Reset Hand, recharging Spellcaster's Shield

    Turn Summary:
    * Kess recharged BotGF 2
    * Seoni to recharge Acad Student
    * Guardpost #3 is closed.

    "

    Shardra wrote:

    Hand: Holy Light, Flame Staff, Binder's Tome, Apprentice, Blessing of Abraxas, Kolo (WoTR),

    Displayed:
    Deck: 5 Discard: 7 Buried: 1
    Current Location: Location #3: Guardpost
    Hero Points: 0
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

    Shardra power: recharge a spell to allow local character to reroll failed check to defeat a bane

    Binder's Tome: reveal for +1d4 +Mental to local Combat or Charisma

    Kolo: Recharge +1d8+# any local check to defeat barrier or close location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magic Leather Armor, Fire Snake, Blessing of the Spellbound
    Recharged: Pyrotechnic Blast, Spellcaster's Shield,
    Discard Pile: Cure, Find Traps, Blessing of Abadar, Blessing of Pharasma 2, Chronicler, Blessing of Pharasma 1, Frigid Blast,
    Buried Pile: Horgus Gwerm,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fort: Con +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Wis +3
    Knowledge: Wis +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Spell
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors | ☐ Heavy Armors
    POWERS (Role: none yet):
    When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.

    When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your (☐ or any) location deck.

    "


    Seoni's Deck Handler STR d6 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d6 (Perception +2)| CHA d12 (Arcane +2)

    ========================
    Seoni starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: Guardpost
    Location Power: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
    Scenario Powers: Treat the henchman Brimorak as if it is the henchman Corrupted Soldier.
    When you acquire a boon from a location deck, put it facedown in a boon pile next to the scenario. When you defeat a Corrupted Soldier henchman, draw a random armor or weapon from the box and put it in the boon pile. When you fail to permanently close a location or defeat a henchman, banish a random card from the boon pile; if the boon pile is empty, instead banish the top card of the blessings deck.
    When you permanently close the last location, summon and build the location Laboratory, and shuffle Ylyda Svyn into its location deck. If Ylyda Svyn is undefeated, banish her; the next character summons and encounters Ylyda Svyn as the first exploration of his turn. To win the scenario, defeat Ylyda Svyn.
    COHORT: HORGUS GWERM, ANEVIA TIRABADE

    Seoni moves to Guardpost #2 and explores.

    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.

    Charisma 6: 1d12 + 1 ⇒ (3) + 1 = 4

    Roll Details:

    Charisma: 1d12+1

    Discarding Harrower to examine and possibly explore

    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.

    Combat 11: 1d12 + 1 + 2 + 2d4 ⇒ (8) + 1 + 2 + (3, 1) = 15

    Roll Details:

    Arcane: 1d12+1+2
    Wand of Acid Burst: 2d4

    Seoni wrote:

    Hand: Sleep (Core), Force Missile (Core), Fiery Glare (Core), Incanter (Issa), Blessing of the Gods, Blessing of Pharasma,

    Displayed: Quilted Cloth Armor,
    Deck: 6 Discard: 2 Buried: 1
    Current Location: Guardpost
    Hero Points: 0
    NOTES:
    Available Support: Saving for myself - None
    * Sleep - Evade a local monster encounter or add 1d6 to a local check against a monster or ally (I'll auto-recover)
    * Blessing of Pharasma - Add 1 die to any check, add 2 dice to any check where a spell was cast
    * Blessing of the Gods - Add 1 die to any check, may treat this as the same as the current hour
    Movement: Move me to the Befouled Altar if necessary.
    Other: I am Seoni. The elements call me to cleanse this place!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Codex (Core), Good Omen (Core), Lightning Touch (Core)
    Recharged: Card Caster (Lumin), Acadamae Student (Peri), Wand of Acid Burst,
    Discard Pile: Blessing of Iomedae, Harrower (Cyrus),
    Buried Pile: Incitation,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Knowledge: Intelligence+2
    Wisdom d6 ☐ +1 ☐ +2
    - Perception: Wisdom+2
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Charisma+2

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    - Before your combat check, you may discard a card to draw an Arcane (□ or Magic) card from your discards or recovery pile.
    - On your check to recharge an Attack spell (☑ or item), you may automatically succeed.
    - When you acquire an ally (□ or a spell) you may draw a card.

    End of Turn Summary:
    - Moved to Guardpost #2
    - Failed to acquire Card 1 of Guardpost #2 (Demon Hunter)
    - Defeated Card 2 (Ghoul)
    - Discarded Harrower
    - Recharged Wand of Acid Burst


    Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

    Out of Turn Updates: None

    Turn - Hour: Abrazas
    Hour Rules: None
    SOT: Display Armored Coat
    Give Card: None
    Move: Guardpost #2
    Location Powers: NA - At closed location for SoT
    Explore: Corrupted Soldier
    Light Crossbow
    Combat 11: 2d8 + 2 ⇒ (7, 2) + 2 = 11
    Defeated
    Armor 5 - Eagle Knight Dress Uniformd

    CLOSE CHECK
    Light Crossbow + BOT ELements
    Combat 11: 3d8 + 2 ⇒ (4, 6, 4) + 2 = 16
    Defeated
    RNG Armor from ACG Program Beating Monster - Corroded Helm
    RNG Armor from ACG Program WPC- Padded Armor

    Cogsnap ends their turn.

    Cogsnap attempts to recover all cards in their Recovery pile.

    Cogsnap resets their hand.

    [u]Summary[/u]
    Acquired: None
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    "

    Cogsnap wrote:

    Hand: Light Crossbow (Core), Acid Flask (Core), Clockwork Servant (Core), Potion of Striding, Elixir of Healing, Potion of Striding 2,

    Displayed: Anevia Tirabade, Clockwork Spy, Armored Coat (Core),
    Deck: 11 Discard: 6 Buried: 0
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Potion of Beast Skin, Magic Shield, Immolate (Core), Bot Elements 1, Elixir of Love, Bot Elements 3, Alchemist's Fire, Anesthetizing SLime
    Recharged: Potion of Restoration, Potion of Healing,
    Discard Pile: Potion of Healing 2, Blast Stone, Flaming Shortbow, Potion of Restoration 2, Bot Elements 2, Potion of Beast Skin 2,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☑ +1 ☐ +2 ☐ +3
    Disable +3
    Ranged +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3
    Arcane +1
    Craft +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Item
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armors, Weapons, Alchemy, Arcane
    POWERS:
    When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
    Add 1d6 to your Ranged combat check that has the Alchemical trait.
    After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.
    ▢ During recovery, you may discard Alchemical boons instead of banishing them.

    "


    During This Adventure: The servitor demon is the henchman Demonling.

    Demonling:

    Henchman
    Type: Monster
    Traits: Outsider Demon Servitor
    To Defeat: Combat 8
    The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 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 humliating_ If a demonling outlives his maste, he'll seek outers to humiliate_

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

    During This Scenario:

    Additional Rules: Using the deck list from Guardpost, build a number of Guardpost locations equal to the number of characters. When you close a location, do not flip the Guardpost card over.

    Treat the henchman Brimorak as if it is the henchman Corrupted Soldier.

    When you acquire a boon from a location deck, put it facedown in a boon pile next to the scenario. When you defeat a Corrupted Soldier henchman, draw a random armor or weapon from the box and put it in the boon pile. When you fail to permanently close a location or defeat a henchman, banish a random card from the boon pile; if the boon pile is empty, instead banish the top card of the blessings deck.

    When you permanently close the last location, summon and build the location Laboratory, and shuffle Ylyda Svyn into its location deck. If Ylyda Svyn is undefeated, banish her; the next character summons and encounters Ylyda Svyn as the first exploration of his turn. To win the scenario, defeat Ylyda Svyn.

    Ylyda Svyn:

    Villain
    Type: Monster
    Traits: Alchemist Human
    To Defeat: Charisma Diplomacy 12 THEN Craft 12
    When Ylyda Svyn is evaded, each other character is dealt 1 Acid damage and 1 Fire damage. Add the number of closed locations to your checks to defeat Ylyda Svyn.
    “You’ll not be allowed to disrupt my work. Therefore, I’m afraid you must die!” —Ylyda Svyn

    COHORT: HORGUS GWERM, ANEVIA TIRABADE

    Anevia Tirabade:

    Cohort
    Traits: Human Rogue Mendevian Veteran
    To Acquire: 0
    Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location. At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.

    Horgus Gwerm:

    Cohort
    Traits: Human Aristocrat Mendevian Veteran
    To Acquire: 0
    Recharge this card to add 1d4 plus the scenario's adventure deck number to any check to acquire a boon by a character at your location. If you don't have a role card, instead recharge this card and another boon. Bury this card to explore your location. During this exploration, add 1d4 plus the scenario's adventure deck number to your checks to acquire boons.

    Cogsnap Goodies:

    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.

    Scenario Level (#): 1

    Turn: 22, Kess/Gimry

    Random Cards:

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

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

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

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

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

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

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

    Items
    Spoiler:
    Mist Horn
    WotR
    Item 1
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 9
    Display this card next to a location. Reduce damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

    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:
    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:
    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:
    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.

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

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

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

    Blessings
    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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 Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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: 8

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Shardra/AbrahamZ.
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Seoni/TheChu:
    Spoiler:
    Hourglass Card 2 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Kess/Gimry:
    Spoiler:
    Hourglass Card 4 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 6 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    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 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    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.

    Location #1: Guardpost
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Guardpost
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Kess/Gimry, Seoni/TheChu, Cogsnap/tcolmaster01, None

    Location #3: Guardpost
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Shardra/AbrahamZ., None

    Location #4: Guardpost
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Laboratory
    At This Location: When you would banish an item for its power, bury it instead.
    When Closing: Succeed at an Intelligence 7 or Craft 5 check.
    When Permanently Closed: On closing, draw a random item from the box.
    M: 2 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Laboratory Card 1:
    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_
    Laboratory Card 2:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    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.
    Laboratory Card 3:
    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.
    Laboratory Card 4:
    Chief Sull
    WotR
    Ally 1
    Traits:
    Mongrel
    Aristocrat
    Elite
    To Acquire:
    Charisma
    Diplomacy 0
    The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
    Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
    Laboratory Card 5:
    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.
    Laboratory Card 6:
    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.
    Laboratory Card 7:
    Codex
    WotR
    Item B
    Traits:
    Book
    Basic
    To Acquire:
    Intelligence
    Knowledge 8
    Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
    Laboratory Card 8:
    Scorching Ray
    WotR
    Spell 1
    Traits:
    Magic
    Arcane
    Attack
    Fire
    To Acquire:
    Intelligence
    Arcane 6
    For your combat check, discard this card to use your Arcane skill + 2d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Laboratory Card 9:
    Zombie
    WotR
    Monster B
    Traits:
    Undead
    Zombie
    Basic
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (round up).
    If undefeated, each other character at your location summons and encounters a Zombie.
    This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
    Laboratory Card 10:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.


    ========================
    Kess starts her turn.
    Hour: Blessing of Abraxas
    Hour Power:No effect.
    Location: Guardpost
    Location Power:At the start of your turn, summon and encounter the henchman Corrupted Soldier.
    Adventure Powers:

  • The servitor demon is the henchman Demonling.
    Scenario Powers:
  • Treat the henchman Brimorak as if it is the henchman Corrupted Soldier.
  • When you acquire a boon from a location deck, put it facedown in a boon pile next to the scenario. When you defeat a Corrupted Soldier henchman, draw a random armor or weapon from the box and put it in the boon pile. When you fail to permanently close a location or defeat a henchman, banish a random card from the boon pile; if the boon pile is empty, instead banish the top card of the blessings deck.
  • When you permanently close the last location, summon and build the location Laboratory, and shuffle Ylyda Svyn into its location deck. If Ylyda Svyn is undefeated, banish her; the next character summons and encounters Ylyda Svyn as the first exploration of his turn. To win the scenario, defeat Ylyda Svyn.

    Move to Laboratory

    Constrictor Snake:

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

    Combat 11: 1d10 + 4 + 1d12 + 1d4 ⇒ (1) + 4 + (6) + (4) = 15

    Roll Details:

    Combat(Melee) - 1d10+4
    Brawlers Might - 1d12
    Amulet of Mighty Fists - 1d4

    Discard Gozreh to explore again

    Ylyda Svyn:

    Villain
    Type: Monster
    Traits: Alchemist Human
    To Defeat: Charisma Diplomacy 12 THEN Craft 12
    When Ylyda Svyn is evaded, each other character is dealt 1 Acid damage and 1 Fire damage. Add the number of closed locations to your checks to defeat Ylyda Svyn.
    “You’ll not be allowed to disrupt my work. Therefore, I’m afraid you must die!” —Ylyda Svyn

    Diplomacy 12: 1d8 + 1 + 1d8 + 5 ⇒ (7) + 1 + (7) + 5 = 20

    Roll Details:

    Diplomacy - 1d8+1
    Blessed - 1d8
    Scenario Power - 5

    Discard Green Faith to bless

    Craft 12: 1d4 + 1d4 + 5 + 1d4 + 1 ⇒ (3) + (1) + 5 + (4) + 1 = 14

    Roll Details:

    Craft - 1d4
    Blessed - 1d4
    Scenario Power - 5
    Brawlers Aid - 1d4+1

    Use Seoni's Gods to bless
    Recharge Leshykineticist for Brawlers Aid

    As I race to laboratory, I find Ylyda desperately working on something.

    "Ylyda! Back away from the table. Please let me help you."

    After a lengthy discussion of the trials of the Worldwound, I finally get through to her fading humanity. Finding that she is desperate for a cure for her struggling garrison, I help her with her latest concoction.

    Once she's happy with it, I lead her outside to meet with the others.

    We Win


  • DEVELOPMENT

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

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

    REWARDS

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

    Recruit (Ally B)
    Frog (Ally B)
    Steel Shield (Armor B)
    Hide Armor (Armor B)
    Helm (Armor B)
    Magic Shield (Armor B)
    Spellcaster's Shield (Armor 1)
    Magic Padded Armor (Armor B)
    Wooden Shield (Armor B)
    Helm of the Valkyrie (Armor 1)
    Hide Armor (Armor B)
    Eagle Knight Dress Uniform (Armor 1)
    Corroded Helm (Armor B)
    Helm (Armor B)
    Magic Padded Armor (Armor B)
    Magic Scale Mail (Armor B)
    Magic Half-Plate (Armor B)
    Stalking Armor (Armor B)
    Ghoul Hide (Armor 1)
    Corroded Helm (Armor B)
    Stalking Armor (Armor B)
    Wooden Shield (Armor B)
    Full Plate (Armor B)
    Scale Mail (Armor B)
    Spellcaster's Shield (Armor 1)
    Elven Chain Shirt (Armor 1)
    Full Plate (Armor B)
    Scale Mail (Armor B)
    Potion of Beast Skin (Item B)
    Potion of Striding (Item B)
    Potion of Restoration (Item 1)
    Potion of Beast Skin (Item B)
    Potion of Healing (Item B)
    Potion of Restoration (Item 1)
    Sickle (Weapon B)
    Longsword (Weapon B)
    Cold Iron Longsword (Weapon 1)


    1-1E: LADIES WHO LUNCH… WITH DEMONS
    The pitborn witch Faxon has betrayed his darkest plot. He is searching for a book that, if it fell into the wrong hands, could close the Worldwound forever. You are exactly the “wrong hands” he fears.

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

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

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

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


    During This Adventure: The servitor demon is the henchman Demonling.

    Demonling:

    Henchman
    Type: Monster
    Traits: Outsider Demon Servitor
    To Defeat: Combat 8
    The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 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 humliating_ If a demonling outlives his maste, he'll seek outers to humiliate_

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

    During This Scenario:

    Additional Rules: After building the location decks, shuffle the villains Sophini, Hosilla, and Jeslyn facedown into a villain pile.

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

    Herald of Iomedae:

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

    Cogsnap Goodies:

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

    Spoiler:
    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 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:
    Nectar of the Gods
    Item
    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 Healing
    Item
    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.

    Scenario Level (#): 1

    Turn: 0, Kess/Gimry

    Random Cards:

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

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

    Spoiler:
    Corrupted Crusaders
    WotR
    Barrier 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.

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

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

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

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

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

    Armors
    Spoiler:
    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:
    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:
    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.

    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.

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

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

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

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

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

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

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Shardra/AbrahamZ.
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 2 Seoni/TheChu:
    Spoiler:
    Hourglass Card 2 Seoni/TheChu
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 3 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    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 Kess/Gimry:
    Spoiler:
    Hourglass Card 4 Kess/Gimry
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Shardra/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 6 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 9 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 10 Seoni/TheChu:
    Spoiler:
    Hourglass Card 10 Seoni/TheChu
    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 11 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Cogsnap/tcolmaster01
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Kess/Gimry:
    Spoiler:
    Hourglass Card 12 Kess/Gimry
    Blessing of Sarenrae
    WotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 14 Seoni/TheChu:
    Spoiler:
    Hourglass Card 14 Seoni/TheChu
    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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Cogsnap/tcolmaster01
    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 16 Kess/Gimry:
    Spoiler:
    Hourglass Card 16 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 17 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 18 Seoni/TheChu:
    Spoiler:
    Hourglass Card 18 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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/Gimry:
    Spoiler:
    Hourglass Card 20 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 21 Shardra/AbrahamZ.
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 22 Seoni/TheChu:
    Spoiler:
    Hourglass Card 22 Seoni/TheChu
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 23 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 23 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Kess/Gimry:
    Spoiler:
    Hourglass Card 24 Kess/Gimry
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 25 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 25 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 26 Seoni/TheChu:
    Spoiler:
    Hourglass Card 26 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 27 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 27 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 28 Kess/Gimry:
    Spoiler:
    Hourglass Card 28 Kess/Gimry
    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 29 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 29 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 30 Seoni/TheChu:
    Spoiler:
    Hourglass Card 30 Seoni/TheChu
    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.

    Location #1: Armory
    At This Location: When you acquire a weapon, you may draw a card.
    When Closing: Summon and acquire a random weapon.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 4 Sp: 0 Ar: 4 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #2: Citadel
    At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
    When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
    When Permanently Closed: On closing, end your turn.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #3: Laboratory
    At This Location: When you would banish an item for its power, bury it instead.
    When Closing: Succeed at an Intelligence 7 or Craft 5 check.
    When Permanently Closed: On closing, draw a random item from the box.
    M: 2 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #4: Dark Forest
    At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
    When Permanently Closed: At the end of your turn, recharge your hand.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #5: Watchtower
    At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #6: Occult Library
    At This Location: When you play a card that has the Book trait, banish it.
    When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
    When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
    M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
    Located/Displayed Here: None


    Start at the Citadel

    "

    Kess wrote:

    Hand: Eruataki Coat, Magic Chain Mail, Cloud Puff, Councilor's Ring, Gecks (Fire Gecko),

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Citadel
    Hero Points: 1
    NOTES:
    Available Support:
    [b]Other:
    Paizo reroll used for scenario 1-1D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Retainer, Crocodile Skin Madu, Bo (Athlete), Blessing of Gozreh, Leshykineticist, Blessing of the Green Faith, Amulet of Mighty Fists, Quartz (Quartermaster), Blessing of the Green Faith (2), White War Paint, Iron Knuckles
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On 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
    When you defeat a monster, you may heal a card

    "


    Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

    Starting Location:Watchtower
    "

    Cogsnap wrote:

    Hand: Bot Elements 1, Bot Elements 2, Clockwork Servant (Core), Light Crossbow (Core), Clockwork Spy, Alchemist's Fire,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acid Flask (Core), Blast Stone, Immolate (Core), Bot Elements 3, Flaming Shortbow, Elixir of Healing, Anesthetizing SLime, Elixir of Love, Slick Leather
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☑ +1 ☐ +2 ☐ +3
    Disable +3
    Ranged +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3
    Arcane +1
    Craft +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Item
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armors, Weapons, Alchemy, Arcane
    POWERS:
    When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
    Add 1d6 to your Ranged combat check that has the Alchemical trait.
    After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.
    ▢ During recovery, you may discard Alchemical boons instead of banishing them.

    "


    Seoni's Deck Handler STR d6 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d6 (Perception +2)| CHA d12 (Arcane +2)

    Seoni starts at the Occult Library.

    Seoni wrote:

    Hand: Sleep (Core), Good Omen (Core), Card Caster (Lumin), Acadamae Student (Peri), Blessing of Iomedae, Blessing of the Gods,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Occult Library
    Hero Points: 1
    NOTES:
    Available Support: Saving for myself - None
    * Sleep - Evade a local monster encounter or add 1d6 to a local check against a monster or ally (I'll auto-recover)
    * Good Omen - Add 1d6+# to any check to acquire, close, or guard
    * Academae Student - Add 1d4 to a local Arcane check or local check against an Outsider bane
    * Card Caster - Examine the bottom 2 cards of any location
    * Blessing of Iomedae - Add 1 die to any check, add 2 dice to any Charisma check, recharges if Blessing of Iomedae is current hour
    * Blessing of the Gods - Add 1 die to any check, may treat this as the same as the current hour
    Movement: Move me to the Befouled Altar if necessary.
    Other: I am Seoni. The elements call me to cleanse this place!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Force Missile (Core), Incitation, Wand of Acid Burst, Blessing of Pharasma, Magic Leather Armor (Core), Harrower (Cyrus), Incanter (Issa), Gem of Mental Acuity (Core), Fiery Glare (Core), Lightning Touch (Core)
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Knowledge: Intelligence+2
    Wisdom d6 ☐ +1 ☐ +2
    - Perception: Wisdom+2
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Charisma+2

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    - Before your combat check, you may discard a card to draw an Arcane (□ or Magic) card from your discards or recovery pile.
    - On your check to recharge an Attack spell (☑ or item), you may automatically succeed.
    - When you acquire an ally (□ or a spell) you may draw a card.


    Deck Handler

    Starting location: Dark Forest

    "

    Shardra wrote:

    Hand: Frigid Blast, Binder's Tome, Chronicler, Blessing of Pharasma 1, Blessing of Abadar, Blessing of the Spellbound, Kolo (WoTR),

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Dark Forest
    Hero Points: 1
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

    Shardra power: recharge a spell to allow local character to reroll failed check to defeat a bane

    Binder's Tome: reveal for +1d4 +Mental to local Combat or Charisma

    Kolo: Recharge +1d8+# any local check to defeat barrier or close location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Holy Light, Apprentice, Blessing of Pharasma 2, Cure, Pyrotechnic Blast, Fire Snake, Blessing of Abraxas, Armor of the Sands, Flame Staff, Find Traps
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fort: Con +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Wis +3
    Knowledge: Wis +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Spell
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors | ☐ Heavy Armors
    POWERS (Role: none yet):
    When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.

    When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your (☐ or any) location deck.

    "


    During This Adventure: The servitor demon is the henchman Demonling.

    Demonling:

    Henchman
    Type: Monster
    Traits: Outsider Demon Servitor
    To Defeat: Combat 8
    The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 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 humliating_ If a demonling outlives his maste, he'll seek outers to humiliate_

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

    During This Scenario:

    Additional Rules: After building the location decks, shuffle the villains Sophini, Hosilla, and Jeslyn facedown into a villain pile.

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

    Herald of Iomedae:

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

    Cogsnap Goodies:

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

    Spoiler:
    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 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:
    Nectar of the Gods
    Item
    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 Healing
    Item
    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.

    Scenario Level (#): 1

    Turn: 1, Shardra/AbrahamZ.

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

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

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

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

    Spoiler:
    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.

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

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

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

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

    Spoiler:
    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.

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

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

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

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

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

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

    Spoiler:
    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:
    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:
    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:
    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:
    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:
    Mist Horn
    WotR
    Item 1
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 9
    Display this card next to a location. Reduce damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

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

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

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

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

    Spoiler:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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 Deskari:
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/TheChu:
    Spoiler:
    Hourglass Card 1 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 2 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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/Gimry:
    Spoiler:
    Hourglass Card 3 Kess/Gimry
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 4 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 4 Shardra/AbrahamZ.
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Seoni/TheChu:
    Spoiler:
    Hourglass Card 5 Seoni/TheChu
    Blessing of Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 6 Cogsnap/tcolmaster01
    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 7 Kess/Gimry:
    Spoiler:
    Hourglass Card 7 Kess/Gimry
    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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 8 Shardra/AbrahamZ.
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 9 Seoni/TheChu:
    Spoiler:
    Hourglass Card 9 Seoni/TheChu
    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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 10 Cogsnap/tcolmaster01
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 11 Kess/Gimry:
    Spoiler:
    Hourglass Card 11 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 12 Shardra/AbrahamZ.
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Seoni/TheChu:
    Spoiler:
    Hourglass Card 13 Seoni/TheChu
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 14 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 14 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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/Gimry:
    Spoiler:
    Hourglass Card 15 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 16 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 17 Seoni/TheChu:
    Spoiler:
    Hourglass Card 17 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 18 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 19 Kess/Gimry:
    Spoiler:
    Hourglass Card 19 Kess/Gimry
    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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 20 Shardra/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 21 Seoni/TheChu:
    Spoiler:
    Hourglass Card 21 Seoni/TheChu
    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 22 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 22 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 23 Kess/Gimry:
    Spoiler:
    Hourglass Card 23 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 24 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 25 Seoni/TheChu:
    Spoiler:
    Hourglass Card 25 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 26 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 26 Cogsnap/tcolmaster01
    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 27 Kess/Gimry:
    Spoiler:
    Hourglass Card 27 Kess/Gimry
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 28 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 28 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 29 Seoni/TheChu:
    Spoiler:
    Hourglass Card 29 Seoni/TheChu
    Blessing of Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Armory
    At This Location: When you acquire a weapon, you may draw a card.
    When Closing: Summon and acquire a random weapon.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 4 Sp: 0 Ar: 4 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Armory Card 1:
    Quarterstaff of Vaulting
    WotR
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Finesse
    Magic
    Elite
    To Acquire:
    Strength
    Melee 9
    OR Acrobatics 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    Recharge this card to automatically succeed at your Acrobatics check.
    Discard this card to put the second card of your location deck on top of your location deck.
    Armory Card 2:
    Scale Mail
    WotR
    Armor B
    Traits:
    Heavy Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    Armory Card 3:
    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.
    Armory Card 4:
    Demonbane Light Crossbow +1
    WotR
    Weapon 1
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
    If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
    Armory Card 5:
    Belthis Loumis
    WotR
    Ally B
    Traits:
    Human
    Hireling
    To Acquire:
    Craft 6
    OR Charisma
    Diplomacy 9
    Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
    Discard this card to explore your location.
    Armory Card 6:
    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.
    Armory Card 7:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Armory Card 8:
    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.
    Armory Card 9:
    Steel Shield
    WotR
    Armor B
    Traits:
    Shield
    Offhand
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.
    Armory Card 10:
    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.

    Location #2: Citadel
    At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
    When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
    When Permanently Closed: On closing, end your turn.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Kess/Gimry, None
    Citadel Card 1:
    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_
    Citadel Card 2:
    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.
    Citadel Card 3:
    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.
    Citadel Card 4:
    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.
    Citadel Card 5:
    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.
    Citadel Card 6:
    Giant Cockroach
    WotR
    Monster B
    Traits:
    Vermin
    Basic
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.
    Citadel Card 7:
    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.
    Citadel Card 8:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Citadel Card 9:
    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.
    Citadel Card 10:
    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.

    Location #3: Laboratory
    At This Location: When you would banish an item for its power, bury it instead.
    When Closing: Succeed at an Intelligence 7 or Craft 5 check.
    When Permanently Closed: On closing, draw a random item from the box.
    M: 2 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Laboratory Card 1:
    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.
    Laboratory Card 2:
    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.
    Laboratory Card 3:
    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.
    Laboratory 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_
    Laboratory Card 5:
    Ceustodaemon
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Fiend
    To Defeat:
    Combat 12
    The Ceustodaemon is immune to the Acid, Mental, and Poison traits. If evaded, shuffle this monster into a random open location deck.
    Before you act, the Ceustodaemon deals 1 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    These guardians are vigilant___ until they try to escape_
    Laboratory Card 6:
    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.
    Laboratory Card 7:
    Skitter
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Intelligence
    Arcane 6
    OR Wisdom
    Divine 7
    At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.
    Laboratory Card 8:
    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.
    Laboratory Card 9:
    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.
    Laboratory Card 10:
    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.

    Location #4: Dark Forest
    At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
    When Permanently Closed: At the end of your turn, recharge your hand.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Shardra/AbrahamZ., None
    Dark Forest Card 1:
    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.
    Dark Forest 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.
    Dark Forest Card 3:
    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_
    Dark Forest Card 4:
    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.
    Dark Forest Card 5:
    Lance
    WotR
    Weapon B
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Elite
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.
    Dark Forest Card 6:
    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.
    Dark Forest Card 7:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Dark Forest Card 8:
    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.
    Dark Forest Card 9:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Dark Forest Card 10:
    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.

    Location #5: Watchtower
    At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/tcolmaster01, None
    Watchtower Card 1:
    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.
    Watchtower Card 2:
    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_
    Watchtower Card 3:
    Elven Chain Shirt
    WotR
    Armor 1
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    Reveal this card to reduce Combat damage deal to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Watchtower Card 4:
    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.
    Watchtower Card 5:
    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.
    Watchtower 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_
    Watchtower 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.
    Watchtower Card 8:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Watchtower Card 9:
    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.
    Watchtower Card 10:
    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.

    Location #6: Occult Library
    At This Location: When you play a card that has the Book trait, banish it.
    When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
    When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
    M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/TheChu, None
    Occult Library Card 1:
    Skeleton
    WotR
    Monster B
    Traits:
    Undead
    Skelton
    Basic
    To Defeat:
    Combat 8
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
    The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
    Occult Library Card 2:
    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.
    Occult Library Card 3:
    Good Omen
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Occult Library Card 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.
    Occult Library Card 5:
    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.
    Occult Library Card 6:
    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.
    Occult Library Card 7:
    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.
    Occult Library Card 8:
    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.
    Occult Library Card 9:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Occult Library Card 10:
    Heavy Pick
    WotR
    Weapon B
    Traits:
    Pick
    Melee
    Piercing
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    Hosilla
    WotR
    Villain 1
    Type: Monster
    Traits:
    Human
    Inquisitor
    To Defeat:
    Combat 13
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
    Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
    After you act, Hosilla deals 1 Combat damage to you.
    "These mongrels are less than human, and soon they will be less than alive!" ---Hosilla
    Cards Not In the Box Card 2:
    Sophini
    WotR
    Villain B
    Type: Monster
    Traits:
    Human
    Conjurer
    Cultist
    To Defeat:
    Combat 12
    OR Arcane 9
    Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sophini is undefeated.
    If undefeated, shuffle the top card of the blissings deck into your location deck.
    "Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini
    Cards Not In the Box Card 3:
    Jeslyn
    WotR
    Villain 1
    Type: Monster
    Traits:
    Half-Elf
    Oracle
    Mutant
    To Defeat:
    Combat 13
    Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
    After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
    "Bring more of your soldiers! there will always be more demons!" ---Jeslyn


    Deck Handler

    It is the hour of Deskari Blessing 1 if anyone has a way of drawing the hour, which I think they don't.

    Location Power: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.

    Free exploration - examine 1 and 2: Burst Bonds (Spell B) and Demonic Fly (Monster 1).

    Dark Forest Card 1 is 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.

    Divine 5: 1d10 + 4 ⇒ (6) + 4 = 10

    Discard Blessing of the Spellbound to explore - examine top 2 of shuffled location
    Shuffled location: 1d9 + 1 ⇒ (8) + 1 = 9 Cultist of Baphomet (Henchman - Monster B)
    Shuffled location: 1d9 + 1 ⇒ (2) + 1 = 3 Wrecker Demon (Monster 1)

    Dark Forest Card 9 is Cultist of Baphomet:

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

    Scenario Power - When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile. - N/A due to there are 6 open locations.

    BYA - n/a due to not the first exploration of the turn.

    Send Frigid Blast to Recovery
    Reveal Binder's Tome
    Combat 10+1=11: 1d10 + 4 + 2d4 + 1d4 ⇒ (9) + 4 + (3, 3) + (1) = 20

    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.

    Recharge Kolo
    Wis 7+1=8: 1d10 + 1 + 1d8 + 1 ⇒ (3) + 1 + (6) + 1 = 11

    Dark Forest is closed

    When Permanently Closed: At the end of your turn, recharge your hand.

    Recovery Phase:
    Recharge Frigid Blast? Divine 8: 1d10 + 4 ⇒ (7) + 4 = 11

    Reset Hand

    "

    Shardra wrote:

    Hand: Cure, Holy Light, Armor of the Sands, Flame Staff, Blessing of Abraxas, Blessing of Pharasma 2,

    Displayed:
    Deck: 11 Discard: 1 Buried: 0
    Current Location: Dark Forest
    Hero Points: 1
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

    Shardra power: recharge a spell to allow local character to reroll failed check to defeat a bane

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fire Snake, Pyrotechnic Blast, Find Traps, Apprentice
    Recharged: Kolo (WoTR), Binder's Tome, Burst Bonds, Blessing of Abadar, Blessing of Pharasma 1, Chronicler, Frigid Blast,
    Discard Pile: Blessing of the Spellbound,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fort: Con +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Wis +3
    Knowledge: Wis +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Spell
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors | ☐ Heavy Armors
    POWERS (Role: none yet):
    When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.

    When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your (☐ or any) location deck.

    "


    Seoni's Deck Handler STR d6 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d6 (Perception +2)| CHA d12 (Arcane +2)

    ========================
    Seoni starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: Occult Library
    Location Power: When you play a card that has the Book trait, banish it.
    Scenario Powers: When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile. If you do not defeat the villain, put it on the bottom of the villain pile and shuffle the henchman into your location deck. If the villain is defeated and would escape, put it on the bottom of the villain pile instead and close your location. If the villain is defeated and cannot escape, banish it. To win the scenario, close all of the locations.

    Seoni explores the Occult Library.

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

    Combat 8: 1d6 + 1d6 ⇒ (1) + (1) = 2

    Roll Details:

    Strength: 1d6
    Bless (Blessing of the Gods): 1d6

    Hero point that critical miss...

    Combat 8: 1d6 + 1d6 ⇒ (2) + (5) = 7

    Discarding Sleep for the 1 Combat Damage

    Seoni wrote:

    Hand: Lightning Touch (Core), Good Omen (Core), Card Caster (Lumin), Acadamae Student (Peri), Harrower (Cyrus), Blessing of Iomedae,

    Displayed:
    Deck: 8 Discard: 2 Buried: 0
    Current Location: Occult Library
    Hero Points: 0
    NOTES:
    Available Support: Saving for myself - None
    * Good Omen - Add 1d6+# to any check to acquire, close, or guard
    * Academae Student - Add 1d4 to a local Arcane check or local check against an Outsider bane
    * Card Caster - Examine the bottom 2 cards of any location
    * Harrower - Examine the top 3 cards of any character's deck and return them in any order
    * Blessing of Iomedae - Add 1 die to any check, add 2 dice to any Charisma check, recharges if Blessing of Iomedae is current hour
    Movement: Move me to the Befouled Altar if necessary.
    Other: I am Seoni. The elements call me to cleanse this place!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gem of Mental Acuity (Core), Incitation, Wand of Acid Burst, Incanter (Issa), Fiery Glare (Core), Force Missile (Core), Blessing of Pharasma, Magic Leather Armor (Core)
    Recharged:
    Discard Pile: Blessing of the Gods, Sleep (Core),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Knowledge: Intelligence+2
    Wisdom d6 ☐ +1 ☐ +2
    - Perception: Wisdom+2
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Charisma+2

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    - Before your combat check, you may discard a card to draw an Arcane (□ or Magic) card from your discards or recovery pile.
    - On your check to recharge an Attack spell (☑ or item), you may automatically succeed.
    - When you acquire an ally (□ or a spell) you may draw a card.

    End of Turn Summary:
    - Failed to defeat Card 1 of Occult Library (Skeleton)
    - Discarded Blessing of the Gods, Sleep
    - Used 1 Hero Point: 0 Remaining


    Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

    Out of Turn Updates: None

    Turn - Hour: Ascension
    Hour Rules: None
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: You may summon and defeat a random monster instead of the normal check to acquire a boon.
    Explore: Caravan Guard
    -=No Armor in Hand, intentionally Fail (1d6 CHA) check vs CHA 8.
    Display Clockwork Spy to Examine Location - Mercenary Choose to Explore
    Light X Bow
    Mercenary Combat 11: 2d8 + 2 ⇒ (4, 3) + 2 = 9
    Defeated
    Recharge Elements 1 for Cogsnap Goodie - Potion of Striding
    Bury Clockwork Servant to Explore

    Elven Chain Shirt Con 6: 1d6 ⇒ 5
    Fail, Banish

    Cogsnap ends their turn.

    Cogsnap attempts to recover all cards in their Recovery pile.
    Clockwork Servant Craft 8: 1d10 + 2 ⇒ (9) + 2 = 11
    Cogsnap resets their hand.

    [u]Summary[/u]
    Acquired: None
    Banished: Mercenary
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None
    "

    Cogsnap wrote:

    Hand: Potion of Striding, Bot Elements 2, Bot Elements 3, Light Crossbow (Core), Anesthetizing SLime, Alchemist's Fire,

    Displayed: Clockwork Spy,
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acid Flask (Core), Slick Leather, Immolate (Core), Elixir of Love, Elixir of Healing, Blast Stone, Flaming Shortbow
    Recharged: Bot Elements 1, Clockwork Servant (Core),
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☑ +1 ☐ +2 ☐ +3
    Disable +3
    Ranged +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3
    Arcane +1
    Craft +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Item
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armors, Weapons, Alchemy, Arcane
    POWERS:
    When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
    Add 1d6 to your Ranged combat check that has the Alchemical trait.
    After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.
    ▢ During recovery, you may discard Alchemical boons instead of banishing them.

    "


    During This Adventure: The servitor demon is the henchman Demonling.

    Demonling:

    Henchman
    Type: Monster
    Traits: Outsider Demon Servitor
    To Defeat: Combat 8
    The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 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 humliating_ If a demonling outlives his maste, he'll seek outers to humiliate_

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

    During This Scenario:

    Additional Rules: After building the location decks, shuffle the villains Sophini, Hosilla, and Jeslyn facedown into a villain pile.

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

    Herald of Iomedae:

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

    Cogsnap Goodies:

    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 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:
    Nectar of the Gods
    Item
    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 Healing
    Item
    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.

    Scenario Level (#): 1

    Turn: 4, Kess/Gimry

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

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

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

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

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

    Spoiler:
    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:
    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:
    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.

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

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

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

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

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

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

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

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

    Spoiler:
    Magic 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:
    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:
    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:
    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:
    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:
    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.

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Shardra/AbrahamZ.
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Seoni/TheChu:
    Spoiler:
    Hourglass Card 2 Seoni/TheChu
    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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    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 Kess/Gimry:
    Spoiler:
    Hourglass Card 4 Kess/Gimry
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 5 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Shardra/AbrahamZ.
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 6 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    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 8 Kess/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Shardra/AbrahamZ.
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Seoni/TheChu:
    Spoiler:
    Hourglass Card 10 Seoni/TheChu
    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 11 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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/Gimry:
    Spoiler:
    Hourglass Card 12 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 14 Seoni/TheChu:
    Spoiler:
    Hourglass Card 14 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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/Gimry:
    Spoiler:
    Hourglass Card 16 Kess/Gimry
    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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 17 Shardra/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 18 Seoni/TheChu:
    Spoiler:
    Hourglass Card 18 Seoni/TheChu
    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 19 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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/Gimry:
    Spoiler:
    Hourglass Card 20 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 21 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 22 Seoni/TheChu:
    Spoiler:
    Hourglass Card 22 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 23 Cogsnap/tcolmaster01
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 24 Kess/Gimry:
    Spoiler:
    Hourglass Card 24 Kess/Gimry
    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 25 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 25 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 26 Seoni/TheChu:
    Spoiler:
    Hourglass Card 26 Seoni/TheChu
    Blessing of Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Armory
    At This Location: When you acquire a weapon, you may draw a card.
    When Closing: Summon and acquire a random weapon.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 4 Sp: 0 Ar: 4 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Armory Card 1:
    Quarterstaff of Vaulting
    WotR
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Finesse
    Magic
    Elite
    To Acquire:
    Strength
    Melee 9
    OR Acrobatics 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    Recharge this card to automatically succeed at your Acrobatics check.
    Discard this card to put the second card of your location deck on top of your location deck.
    Armory Card 2:
    Scale Mail
    WotR
    Armor B
    Traits:
    Heavy Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    Armory Card 3:
    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.
    Armory Card 4:
    Demonbane Light Crossbow +1
    WotR
    Weapon 1
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
    If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
    Armory Card 5:
    Belthis Loumis
    WotR
    Ally B
    Traits:
    Human
    Hireling
    To Acquire:
    Craft 6
    OR Charisma
    Diplomacy 9
    Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
    Discard this card to explore your location.
    Armory Card 6:
    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.
    Armory Card 7:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Armory Card 8:
    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.
    Armory Card 9:
    Steel Shield
    WotR
    Armor B
    Traits:
    Shield
    Offhand
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.
    Armory Card 10:
    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.

    Location #2: Citadel
    At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
    When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
    When Permanently Closed: On closing, end your turn.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Kess/Gimry, None
    Citadel Card 1:
    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_
    Citadel Card 2:
    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.
    Citadel Card 3:
    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.
    Citadel Card 4:
    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.
    Citadel Card 5:
    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.
    Citadel Card 6:
    Giant Cockroach
    WotR
    Monster B
    Traits:
    Vermin
    Basic
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.
    Citadel Card 7:
    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.
    Citadel Card 8:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Citadel Card 9:
    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.
    Citadel Card 10:
    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.

    Location #3: Laboratory
    At This Location: When you would banish an item for its power, bury it instead.
    When Closing: Succeed at an Intelligence 7 or Craft 5 check.
    When Permanently Closed: On closing, draw a random item from the box.
    M: 2 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Laboratory Card 1:
    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.
    Laboratory Card 2:
    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.
    Laboratory Card 3:
    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.
    Laboratory 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_
    Laboratory Card 5:
    Ceustodaemon
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Fiend
    To Defeat:
    Combat 12
    The Ceustodaemon is immune to the Acid, Mental, and Poison traits. If evaded, shuffle this monster into a random open location deck.
    Before you act, the Ceustodaemon deals 1 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    These guardians are vigilant___ until they try to escape_
    Laboratory Card 6:
    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.
    Laboratory Card 7:
    Skitter
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Intelligence
    Arcane 6
    OR Wisdom
    Divine 7
    At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.
    Laboratory Card 8:
    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.
    Laboratory Card 9:
    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.
    Laboratory Card 10:
    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.

    Location #4: Dark Forest
    Closed
    At This Location: At the end of your turn, recharge your hand.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Shardra/AbrahamZ., None

    Location #5: Watchtower
    At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/tcolmaster01, None

    Watchtower Card 1:
    Longspear
    WotR
    Weapon B
    Traits:
    Spear
    Melee
    Piercing
    2-Handed
    Basic
    To Acquire:
    Strength
    Melee 5
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
    Watchtower Card 2:
    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.
    Watchtower Card 3:
    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_
    Watchtower 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.
    Watchtower Card 5:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Watchtower Card 6:
    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.
    Watchtower Card 7:
    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.

    Location #6: Occult Library
    At This Location: When you play a card that has the Book trait, banish it.
    When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
    When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
    M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/TheChu, None
    Occult Library Card 1:
    Heavy Pick
    WotR
    Weapon B
    Traits:
    Pick
    Melee
    Piercing
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.
    Occult Library Card 2:
    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.
    Occult Library Card 3:
    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.
    Occult Library Card 4:
    Good Omen
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Occult Library Card 5:
    Spiked Pit Trap
    WotR
    Barrier B
    Traits:
    Trap
    Veteran
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
    Occult Library Card 6:
    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.
    Occult Library Card 7:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Occult Library Card 8:
    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.
    Occult Library Card 9:
    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.
    Occult Library Card 10:
    Skeleton
    WotR
    Monster B
    Traits:
    Undead
    Skelton
    Basic
    To Defeat:
    Combat 8
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
    The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    Hosilla
    WotR
    Villain 1
    Type: Monster
    Traits:
    Human
    Inquisitor
    To Defeat:
    Combat 13
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
    Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
    After you act, Hosilla deals 1 Combat damage to you.
    "These mongrels are less than human, and soon they will be less than alive!" ---Hosilla
    Cards Not In the Box Card 2:
    Sophini
    WotR
    Villain B
    Type: Monster
    Traits:
    Human
    Conjurer
    Cultist
    To Defeat:
    Combat 12
    OR Arcane 9
    Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sophini is undefeated.
    If undefeated, shuffle the top card of the blissings deck into your location deck.
    "Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini
    Cards Not In the Box Card 3:
    Jeslyn
    WotR
    Villain 1
    Type: Monster
    Traits:
    Half-Elf
    Oracle
    Mutant
    To Defeat:
    Combat 13
    Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
    After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
    "Bring more of your soldiers! there will always be more demons!" ---Jeslyn


    Hero Point: 2d8 + 2 ⇒ (7, 3) + 2 = 12


    ========================
    Kess starts her turn.
    Hour: Blessing of Deskari
    Hour Power:No effect.
    Location: Citadel
    Location Power:At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
    Adventure Powers:

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

    Display Magic Chain Shirt

    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_

    Combat 13: 1d10 + 4 + 1d12 + 1d4 ⇒ (6) + 4 + (7) + (1) = 18

    Roll Details:

    Combat(Melee) - 1d10+4
    Brawlers Might - 1d12
    Gecks (Fire Gecko) - 1d4

    Reveal Cloud Puff to increase handsize

    "

    Kess wrote:

    Hand: Eruataki Coat, Cloud Puff, Councilor's Ring, Bo (Athlete), Gecks (Fire Gecko), Blessing of the Green Faith,

    Displayed: Magic Chain Mail,
    Deck: 9 Discard: 0 Buried: 0
    Current Location: Citadel
    Hero Points: 1
    NOTES:
    Available Support:
  • Blessing of the Green Faith - Recharges to Bless
    Other: Paizo reroll used for scenario 1-1E?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gozreh, Blessing of the Green Faith (2), Crocodile Skin Madu, Leshykineticist, Amulet of Mighty Fists, Iron Knuckles, Quartz (Quartermaster), White War Paint, Retainer
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On 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
    When you defeat a monster, you may heal a card

    "

    End of Turn Summary
    Banished top card of the Citadel


  • Deck Handler

    It is the hour of Torag

    Move to: Occult Library
    Location Power: When you play a card that has the Book trait, banish it.

    Free exploration

    Occult Library Card 1 is Heavy Pick:

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

    Str 6: 1d6 ⇒ 2 banished

    Discard Blessing of Pharasma 2 to explore

    Occult Library Card 2 is 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.

    Wis 7: 1d10 + 1 ⇒ (10) + 1 = 11

    Discard Riding Horse to explore

    Occult Library Card 3 is 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.

    Recharge Armor of the Sands
    Arcane 4: 2d4 ⇒ (2, 1) = 3 banished

    Discard Blessing of Abraxas to explore

    Occult Library Card 4 is Good Omen:

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

    Divine 6: 1d10 + 4 ⇒ (9) + 4 = 13

    Recovery Phase:

    Reset Hand

    Turn Summary:
    * Occult Library cards 1-4 are gone

    "

    Shardra wrote:

    Hand: Cure, Holy Light, Good Omen, Find Traps, Fire Snake, Flame Staff,

    Displayed:
    Deck: 10 Discard: 4 Buried: 0
    Current Location: Occult Library
    Hero Points: 1
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

    Shardra power: recharge a spell to allow local character to reroll failed check to defeat a bane

    Cure: available for local healing

    Good Omen: +2 to any check to acquire or close a location

    Find Traps: +2 dice vs any barrier

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Pyrotechnic Blast, Apprentice
    Recharged: Kolo (WoTR), Binder's Tome, Burst Bonds, Blessing of Abadar, Blessing of Pharasma 1, Chronicler, Frigid Blast, Armor of the Sands,
    Discard Pile: Blessing of the Spellbound, Blessing of Pharasma 2, Riding Horse, Blessing of Abraxas,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fort: Con +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Wis +3
    Knowledge: Wis +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Spell
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors | ☐ Heavy Armors
    POWERS (Role: none yet):
    When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.

    When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your (☐ or any) location deck.

    "


    Seoni's Deck Handler STR d6 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d6 (Perception +2)| CHA d12 (Arcane +2)

    ========================
    Seoni starts her turn.
    Hour: Blessing of Iomedae
    Hour Power:No effect.
    Location: Occult Library
    Location Power: When you play a card that has the Book trait, banish it.
    Scenario Powers: When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile. If you do not defeat the villain, put it on the bottom of the villain pile and shuffle the henchman into your location deck. If the villain is defeated and would escape, put it on the bottom of the villain pile instead and close your location. If the villain is defeated and cannot escape, banish it. To win the scenario, close all of the locations.

    Seoni explores the Occult Library.

    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.

    Perception 8 (7+1): 1d6 + 2 + 1d6 ⇒ (6) + 2 + (2) = 10

    Roll Details:

    Perception: 1d6+2
    Bless (Blessing of Iomedae, recharged): 1d6

    Exploring again from barrier success

    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.

    Knowledge 8: 1d8 + 2 ⇒ (7) + 2 = 9

    Roll Details:

    Knowledge: 1d8+2

    Discarding Harrower to examine, then possibly explore

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

    Encounter it, and don't activate special Villain pile

    Combat 11 (10+1): 1d12 + 1 + 2 + 2d4 ⇒ (1) + 1 + 2 + (4, 2) = 10

    Roll Details:

    Arcane: 1d12+1+2
    Lightning Touch: 2d4

    Oof, the top card of the blessings deck is shuffled into the location
    Discarding Sage's Journal for 1 Combat Damage

    Seoni wrote:

    Hand: Good Omen (Core), Fiery Glare (Core), Card Caster (Lumin), Acadamae Student (Peri), Blessing of Pharasma, Incitation,

    Displayed:
    Deck: 6 Discard: 5 Buried: 0
    Current Location: Occult Library
    Hero Points: 0
    NOTES:
    Available Support: Saving for myself - None
    * Good Omen - Add 1d6+# to any check to acquire, close, or guard
    * Academae Student - Add 1d4 to a local Arcane check or local check against an Outsider bane
    * Card Caster - Examine the bottom 2 cards of any location
    * Blessing of Pharasma - Add 1 die to any check, add 2 dice to any check where a spell was cast
    * Incitation - Add 1 die to any check, freely if check invokes Acid, Cold, Electricity, Fire, or Force
    Movement: Move me to the Befouled Altar if necessary.
    Other: I am Seoni. The elements call me to cleanse this place!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magic Leather Armor (Core), Gem of Mental Acuity (Core), Incanter (Issa), Wand of Acid Burst, Force Missile (Core)
    Recharged: Blessing of Iomedae,
    Discard Pile: Blessing of the Gods, Sleep (Core), Harrower (Cyrus), Lightning Touch (Core), Sage's Journal,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Knowledge: Intelligence+2
    Wisdom d6 ☐ +1 ☐ +2
    - Perception: Wisdom+2
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Charisma+2

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    - Before your combat check, you may discard a card to draw an Arcane (□ or Magic) card from your discards or recovery pile.
    - On your check to recharge an Attack spell (☑ or item), you may automatically succeed.
    - When you acquire an ally (□ or a spell) you may draw a card.

    End of Turn Summary:
    - Defeated Card 5 of Occult Library (Spiked Pit Trap)
    - Acquired Card 6 (Sage's Journal)
    - Failed to defeat Card 7 (Cultist of Baphomet)
    - Top card of Blessings deck is shuffled into location
    - Recharged Blessing of Iomedae
    - Discarded Harrower, Lightning Touch (for future use), Sage's Journal


    Deck Handler

    I’ll recharge Good Omen to let Seoni reroll


    Seoni's Deck Handler STR d6 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d6 (Perception +2)| CHA d12 (Arcane +2)

    Continuing from re-roll against henchman

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

    Combat 11 (10+1): 1d12 + 1 + 2 + 2d4 ⇒ (7) + 1 + 2 + (1, 1) = 12

    Roll Details:

    Arcane: 1d12+1+2
    Lightning Touch: 2d4

    Attempting to close location

    Knowledge 6: 1d8 + 2 + 1d6 + 1 ⇒ (1) + 2 + (5) + 1 = 9

    Roll Details:

    Knowledge: 1d8+2
    Good Omen: 1d6+1

    Occult Library is closed
    WPC: Drawing Arcane spell from box (Mirror Image)
    Discarding Mirror Image to reset hand

    Seoni wrote:

    Hand: Fiery Glare (Core), Sage's Journal, Card Caster (Lumin), Acadamae Student (Peri), Blessing of Pharasma, Incitation,

    Displayed:
    Deck: 7 Discard: 5 Buried: 0
    Current Location: Occult Library
    Hero Points: 0
    NOTES:
    Available Support: Saving for myself - None
    * Academae Student - Add 1d4 to a local Arcane check or local check against an Outsider bane
    * Card Caster - Examine the bottom 2 cards of any location
    * Blessing of Pharasma - Add 1 die to any check, add 2 dice to any check where a spell was cast
    * Incitation - Add 1 die to any check, freely if check invokes Acid, Cold, Electricity, Fire, or Force
    Movement: Move me to the Befouled Altar if necessary.
    Other: I am Seoni. The elements call me to cleanse this place!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Incanter (Issa), Magic Leather Armor (Core), Wand of Acid Burst, Gem of Mental Acuity (Core), Force Missile (Core)
    Recharged: Blessing of Iomedae, Good Omen (Core),
    Discard Pile: Blessing of the Gods, Sleep (Core), Harrower (Cyrus), Lightning Touch (Core), Mirror Image,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Knowledge: Intelligence+2
    Wisdom d6 ☐ +1 ☐ +2
    - Perception: Wisdom+2
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Charisma+2

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    - Before your combat check, you may discard a card to draw an Arcane (□ or Magic) card from your discards or recovery pile.
    - On your check to recharge an Attack spell (☑ or item), you may automatically succeed.
    - When you acquire an ally (□ or a spell) you may draw a card.

    End of Turn Summary:
    - Defeated Card 5, 7 of Occult Library (Spiked Pit Trap, Cultist of Baphomet)
    - Acquired Card 6 (Sage's Journal)
    - Occult Library is closed
    - Recharged Blessing of Iomedae
    - Discarded Harrower, Lightning Touch (for future use), Good Omen, Mirror Image


    Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

    Out of Turn Updates: None

    Turn - Hour: Blessing of Sarenrae
    Hour Rules: None
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: You may summon and defeat a random monster instead of the normal check to acquire a boon.
    Explore: Longspear
    STR 5: 1d6 ⇒ 4
    Banished
    Discard BotElements 2 to explore
    Magic Scale Mail Con 5: 1d6 ⇒ 5
    Acquired!

    Cogsnap ends their turn.

    Cogsnap attempts to recover all cards in their Recovery pile.

    Cogsnap resets their hand.

    [u]Summary[/u]
    Acquired: Magic Scale Mail
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    "

    Cogsnap wrote:

    Hand: Potion of Striding, Magic Scale Mail, Bot Elements 3, Light Crossbow (Core), Anesthetizing SLime, Alchemist's Fire,

    Displayed: Clockwork Spy,
    Deck: 10 Discard: 1 Buried: 0
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acid Flask (Core), Flaming Shortbow, Slick Leather, Elixir of Love, Elixir of Healing, Blast Stone, Immolate (Core)
    Recharged: Bot Elements 1, Clockwork Servant (Core),
    Discard Pile: Bot Elements 2,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☑ +1 ☐ +2 ☐ +3
    Disable +3
    Ranged +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3
    Arcane +1
    Craft +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Item
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armors, Weapons, Alchemy, Arcane
    POWERS:
    When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
    Add 1d6 to your Ranged combat check that has the Alchemical trait.
    After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.
    ▢ During recovery, you may discard Alchemical boons instead of banishing them.

    "


    During This Adventure: The servitor demon is the henchman Demonling.

    Demonling:

    Henchman
    Type: Monster
    Traits: Outsider Demon Servitor
    To Defeat: Combat 8
    The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 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 humliating_ If a demonling outlives his maste, he'll seek outers to humiliate_

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

    During This Scenario:

    Additional Rules: After building the location decks, shuffle the villains Sophini, Hosilla, and Jeslyn facedown into a villain pile.

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

    Herald of Iomedae:

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

    Cogsnap Goodies:

    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 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:
    Nectar of the Gods
    Item
    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 Healing
    Item
    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.

    Scenario Level (#): 1

    Turn: 8, Kess/Gimry

    Random Cards:

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

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

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

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

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

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

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

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

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

    Spoiler:
    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:
    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.

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

    Spoiler:
    Magic 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.

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

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

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

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

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

    Allies
    Spoiler:
    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:
    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:
    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:
    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:
    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.

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

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

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

    Current Hour:

    Blessing of 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: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Shardra/AbrahamZ.
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 2 Seoni/TheChu:
    Spoiler:
    Hourglass Card 2 Seoni/TheChu
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 3 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    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 Kess/Gimry:
    Spoiler:
    Hourglass Card 4 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Shardra/AbrahamZ.
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 10 Seoni/TheChu:
    Spoiler:
    Hourglass Card 10 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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/Gimry:
    Spoiler:
    Hourglass Card 12 Kess/Gimry
    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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 Shardra/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 14 Seoni/TheChu:
    Spoiler:
    Hourglass Card 14 Seoni/TheChu
    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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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/Gimry:
    Spoiler:
    Hourglass Card 16 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 17 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 18 Seoni/TheChu:
    Spoiler:
    Hourglass Card 18 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Cogsnap/tcolmaster01
    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 20 Kess/Gimry:
    Spoiler:
    Hourglass Card 20 Kess/Gimry
    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 21 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 21 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 22 Seoni/TheChu:
    Spoiler:
    Hourglass Card 22 Seoni/TheChu
    Blessing of Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Armory
    At This Location: When you acquire a weapon, you may draw a card.
    When Closing: Summon and acquire a random weapon.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 4 Sp: 0 Ar: 4 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Armory Card 1:
    Quarterstaff of Vaulting
    WotR
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Finesse
    Magic
    Elite
    To Acquire:
    Strength
    Melee 9
    OR Acrobatics 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    Recharge this card to automatically succeed at your Acrobatics check.
    Discard this card to put the second card of your location deck on top of your location deck.
    Armory Card 2:
    Scale Mail
    WotR
    Armor B
    Traits:
    Heavy Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    Armory Card 3:
    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.
    Armory Card 4:
    Demonbane Light Crossbow +1
    WotR
    Weapon 1
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
    If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
    Armory Card 5:
    Belthis Loumis
    WotR
    Ally B
    Traits:
    Human
    Hireling
    To Acquire:
    Craft 6
    OR Charisma
    Diplomacy 9
    Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
    Discard this card to explore your location.
    Armory Card 6:
    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.
    Armory Card 7:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Armory Card 8:
    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.
    Armory Card 9:
    Steel Shield
    WotR
    Armor B
    Traits:
    Shield
    Offhand
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.
    Armory Card 10:
    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.

    Location #2: Citadel
    At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
    When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
    When Permanently Closed: On closing, end your turn.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Kess/Gimry, None
    Citadel Card 1:
    Recruit
    WotR
    Ally B
    Traits:
    Human
    Soldier
    Basic
    To Acquire:
    Charisma
    Diplomacy 3
    Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
    Discard this card to explore your location.
    Citadel Card 2:
    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.
    Citadel Card 3:
    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.
    Citadel Card 4:
    Heavy Crossbow
    WotR
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Citadel Card 5:
    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.
    Citadel Card 6:
    Corroded Helm
    WotR
    Armor B
    Traits:
    Heavy Armor
    Corrupted
    Elite
    To Acquire:
    Constitution
    Fortitude 3
    If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    Citadel Card 7:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Citadel Card 8:
    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.
    Citadel Card 9:
    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.

    Location #3: Laboratory
    At This Location: When you would banish an item for its power, bury it instead.
    When Closing: Succeed at an Intelligence 7 or Craft 5 check.
    When Permanently Closed: On closing, draw a random item from the box.
    M: 2 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Laboratory Card 1:
    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.
    Laboratory Card 2:
    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.
    Laboratory Card 3:
    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.
    Laboratory 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_
    Laboratory Card 5:
    Ceustodaemon
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Fiend
    To Defeat:
    Combat 12
    The Ceustodaemon is immune to the Acid, Mental, and Poison traits. If evaded, shuffle this monster into a random open location deck.
    Before you act, the Ceustodaemon deals 1 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    These guardians are vigilant___ until they try to escape_
    Laboratory Card 6:
    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.
    Laboratory Card 7:
    Skitter
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Intelligence
    Arcane 6
    OR Wisdom
    Divine 7
    At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.
    Laboratory Card 8:
    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.
    Laboratory Card 9:
    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.
    Laboratory Card 10:
    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.

    Location #4: Dark Forest
    Closed
    At This Location: At the end of your turn, recharge your hand.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Watchtower
    At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/tcolmaster01, None

    Watchtower 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_
    Watchtower Card 2:
    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.
    Watchtower Card 3:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Watchtower Card 4:
    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.
    Watchtower Card 5:
    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.

    Location #6: Occult Library
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Shardra/AbrahamZ., Seoni/TheChu, None

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
    Located/Displayed Here: None

    Cards Not In the Box Card 1:
    Hosilla
    WotR
    Villain 1
    Type: Monster
    Traits:
    Human
    Inquisitor
    To Defeat:
    Combat 13
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
    Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
    After you act, Hosilla deals 1 Combat damage to you.
    "These mongrels are less than human, and soon they will be less than alive!" ---Hosilla
    Cards Not In the Box Card 2:
    Sophini
    WotR
    Villain B
    Type: Monster
    Traits:
    Human
    Conjurer
    Cultist
    To Defeat:
    Combat 12
    OR Arcane 9
    Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sophini is undefeated.
    If undefeated, shuffle the top card of the blissings deck into your location deck.
    "Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini
    Cards Not In the Box Card 3:
    Jeslyn
    WotR
    Villain 1
    Type: Monster
    Traits:
    Half-Elf
    Oracle
    Mutant
    To Defeat:
    Combat 13
    Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
    After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
    "Bring more of your soldiers! there will always be more demons!" ---Jeslyn


    ========================
    Kess starts her turn.
    Hour: Blessing of Baphomet
    Hour Power:No effect.
    Location: Citadel
    Location Power:At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
    Adventure Powers:

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

    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.

    Diplomacy 3: 1d8 + 1 ⇒ (2) + 1 = 3

    Roll Details:

    Diplomacy - 1d8+1

    Discard recruit to explore again

    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.

    Fortitude 6: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7

    Roll Details:

    Fortitude - 1d8+1
    Eruataki Coat - 1

    Discard Bo to explore again

    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.

    Cannot get this with a d4

    Use Location power to grab Leshykineticist

    As I search the Citadel for clues, I come across a greenie struggling to handle a rather large shield. After a brief lesson, it's obvious this recruit has no idea what he's doing. In a fit of frustration, he throws the shield at me and run off into the citadel.

    Reveal Cloud Puff/Leshykineticist to increase handsize

    "

    Kess wrote:

    Hand: Eruataki Coat, Spellcaster's Shield, Cloud Puff, Councilor's Ring, Gecks (Fire Gecko), Blessing of Gozreh, Blessing of the Green Faith,

    Displayed: Magic Chain Mail,
    Deck: 8 Discard: 2 Buried: 0
    Current Location: Citadel
    Hero Points: 1
    NOTES:
    Available Support:
  • Blessing of the Green Faith - Recharges to Bless
    Other: Paizo reroll used for scenario 1-1E?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Iron Knuckles, Crocodile Skin Madu, Quartz (Quartermaster), Blessing of the Green Faith (2), White War Paint, Retainer, Leshykineticist, Amulet of Mighty Fists
    Recharged:
    Discard Pile: Recruit, Bo (Athlete),
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On 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
    When you defeat a monster, you may heal a card

    "

    End of Turn Summary
    Acquired Cards 1 and 2 from the Citadel
    Banished Card 3


  • Deck Handler

    Off turn: at the end of Kess' turn, cast Cure on Seoni
    Heal Seoni: 1d4 + 1 ⇒ (3) + 1 = 4
    Recharge Cure? Divine 8: 1d10 + 4 ⇒ (9) + 4 = 13

    It is the hour of Deskari

    Move to: Laboratory
    Location Power: When you would banish an item for its power, bury it instead.

    Free exploration

    Laboratory Card 1 is 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: 1d10 + 4 ⇒ (4) + 4 = 8

    Discard Deskari to explore

    Laboratory Card 2 is 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.

    Divine 9: 1d10 + 4 ⇒ (2) + 4 = 6

    Recovery Phase:

    Reset Hand

    Turn Summary:
    * Seoni heals 4 cards
    * Lab cards 1&2 are gone

    "

    Shardra wrote:

    Hand: Pyrotechnic Blast, Holy Light, Find Traps, Fire Snake, Flame Staff, Apprentice,

    Displayed:
    Deck: 10 Discard: 5 Buried: 0
    Current Location: Laboratory
    Hero Points: 1
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

    Shardra power: recharge a spell to allow local character to reroll failed check to defeat a bane

    Find Traps: +2 dice vs any barrier

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Kolo (WoTR), Binder's Tome, Burst Bonds, Blessing of Abadar, Blessing of Pharasma 1, Chronicler, Frigid Blast, Armor of the Sands, Good Omen, Cure,
    Discard Pile: Blessing of the Spellbound, Blessing of Pharasma 2, Riding Horse, Blessing of Abraxas, Blessing of Deskari,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fort: Con +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Wis +3
    Knowledge: Wis +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Spell
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors | ☐ Heavy Armors
    POWERS (Role: none yet):
    When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.

    When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your (☐ or any) location deck.

    "


    Seoni's Deck Handler STR d6 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d6 (Perception +2)| CHA d12 (Arcane +2)

    ========================
    Seoni starts her turn.
    Hour: Blessing of Shax
    Hour Power:No effect.
    Location: Laboratory
    Location Power: When you would banish an item for its powers, bury it instead.
    Scenario Powers: When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile. If you do not defeat the villain, put it on the bottom of the villain pile and shuffle the henchman into your location deck. If the villain is defeated and would escape, put it on the bottom of the villain pile instead and close your location. If the villain is defeated and cannot escape, banish it. To win the scenario, close all of the locations.

    Seoni moves to the Laboratory and explores.

    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.

    Arcane 4: 1d12 + 1 + 2 ⇒ (1) + 1 + 2 = 4

    Roll Details:

    Arcane: 1d12+1+2

    Discarding Card Caster to explore again (with bonuses to Combat, Knowledge, and Perception)

    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: 1d12 + 1 + 2 + 2d4 ⇒ (7) + 1 + 2 + (4, 1) = 15

    Roll Details:

    Arcane: 1d12+1+2
    Frigid Blast: 2d4

    Giant Fly is shuffled into random other open location

    Seoni wrote:

    Hand: Fiery Glare (Core), Sleep (Core), Sage's Journal, Acadamae Student (Peri), Blessing of Pharasma, Incitation,

    Displayed:
    Deck: 9 Discard: 4 Buried: 0
    Current Location: Laboratory
    Hero Points: 0
    NOTES:
    Available Support: Saving for myself - None
    * Sleep - Evade a local monster encounter or add 1d6 to a local check against a monster or ally (I'll auto-recover)
    * Academae Student - Add 1d4 to a local Arcane check or local check against an Outsider bane
    * Blessing of Pharasma - Add 1 die to any check, add 2 dice to any check where a spell was cast
    * Incitation - Add 1 die to any check, freely if check invokes Acid, Cold, Electricity, Fire, or Force
    Movement: Move me to the Befouled Altar if necessary.
    Other: I am Seoni. The elements call me to cleanse this place!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lightning Touch (Core), Force Missile (Core), Wand of Acid Burst, Gem of Mental Acuity (Core), Blessing of the Gods, Mirror Image, Blessing of Iomedae, Incanter (Issa), Magic Leather Armor (Core)
    Recharged:
    Discard Pile: Harrower (Cyrus), Good Omen (Core), Card Caster (Lumin), Frigid Blast,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Knowledge: Intelligence+2
    Wisdom d6 ☐ +1 ☐ +2
    - Perception: Wisdom+2
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Charisma+2

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    - Before your combat check, you may discard a card to draw an Arcane (□ or Magic) card from your discards or recovery pile.
    - On your check to recharge an Attack spell (☑ or item), you may automatically succeed.
    - When you acquire an ally (□ or a spell) you may draw a card.

    End of Turn Summary:
    - Acquired Card 1 of Laboratory (Frigid Blast)
    - Defeated Card 2 (Giant Fly)
    - Giant Fly is shuffled into random other open location
    - Discarded Card Caster, Frigid Blast (for future use)


    Open Location (Fly): 1d4 ⇒ 1 (Armory)


    Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

    Out of Turn Updates: None

    Turn - Hour: Shax
    Hour Rules: None
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: You may summon and defeat a random monster instead of the normal check to acquire a boon.
    Explore: Giant Fly
    Alchemist's Fire - Put Striding into recovery
    Combat 9: 1d8 + 3d6 + 2 ⇒ (1) + (2, 2, 4) + 2 = 11
    Defeated
    Play Anestheizing Slime to ignore AYA
    Recharge Scale Mail for Cogsnap Goodie -> Potion of Restoration

    Cogsnap ends their turn.

    Cogsnap attempts to recover all cards in their Recovery pile.
    Potion of Striding Craft 6: 1d10 + 2 ⇒ (6) + 2 = 8
    Slime Craft 7: 1d10 + 2 ⇒ (4) + 2 = 6

    Cogsnap resets their hand.

    [u]Summary[/u]
    Acquired: None
    Banished: Giant Fly
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    "

    Cogsnap wrote:

    Hand: Flaming Shortbow, Potion of Restoration, Bot Elements 3, Light Crossbow (Core), Elixir of Healing, Alchemist's Fire,

    Displayed: Clockwork Spy,
    Deck: 10 Discard: 2 Buried: 0
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Slick Leather, Acid Flask (Core), Immolate (Core), Elixir of Love, Blast Stone
    Recharged: Bot Elements 1, Clockwork Servant (Core), Magic Scale Mail, Potion of Striding,
    Discard Pile: Bot Elements 2, Anesthetizing SLime,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☑ +1 ☐ +2 ☐ +3
    Disable +3
    Ranged +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3
    Arcane +1
    Craft +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Item
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armors, Weapons, Alchemy, Arcane
    POWERS:
    When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
    Add 1d6 to your Ranged combat check that has the Alchemical trait.
    After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.
    ▢ During recovery, you may discard Alchemical boons instead of banishing them.

    "


    During This Adventure: The servitor demon is the henchman Demonling.

    Demonling:

    Henchman
    Type: Monster
    Traits: Outsider Demon Servitor
    To Defeat: Combat 8
    The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 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 humliating_ If a demonling outlives his maste, he'll seek outers to humiliate_

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

    During This Scenario:

    Additional Rules: After building the location decks, shuffle the villains Sophini, Hosilla, and Jeslyn facedown into a villain pile.

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

    Herald of Iomedae:

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

    Cogsnap Goodies:

    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:
    Nectar of the Gods
    Item
    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 Healing
    Item
    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.

    Scenario Level (#): 1

    Turn: 12, Kess/Gimry

    Random Cards:

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

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

    Spoiler:
    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:
    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_

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

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

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

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

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

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

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

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

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

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

    Armors
    Spoiler:
    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.

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

    Spoiler:
    Mist Horn
    WotR
    Item 1
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 9
    Display this card next to a location. Reduce damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

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

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

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

    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: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Shardra/AbrahamZ.
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Seoni/TheChu:
    Spoiler:
    Hourglass Card 2 Seoni/TheChu
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 3 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Kess/Gimry:
    Spoiler:
    Hourglass Card 4 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 6 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    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 9 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Shardra/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 10 Seoni/TheChu:
    Spoiler:
    Hourglass Card 10 Seoni/TheChu
    Blessing of Sarenrae
    WotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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/Gimry:
    Spoiler:
    Hourglass Card 12 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 14 Seoni/TheChu:
    Spoiler:
    Hourglass Card 14 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Cogsnap/tcolmaster01
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Kess/Gimry:
    Spoiler:
    Hourglass Card 16 Kess/Gimry
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 17 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 17 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 18 Seoni/TheChu:
    Spoiler:
    Hourglass Card 18 Seoni/TheChu
    Blessing of Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Armory
    At This Location: When you acquire a weapon, you may draw a card.
    When Closing: Summon and acquire a random weapon.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 4 Sp: 0 Ar: 4 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Armory Card 1:
    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.
    Armory Card 2:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Armory Card 3:
    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_
    Armory Card 4:
    Belthis Loumis
    WotR
    Ally B
    Traits:
    Human
    Hireling
    To Acquire:
    Craft 6
    OR Charisma
    Diplomacy 9
    Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
    Discard this card to explore your location.
    Armory Card 5:
    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.
    Armory Card 6:
    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.
    Armory Card 7:
    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.
    Armory Card 8:
    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.
    Armory Card 9:
    Steel Shield
    WotR
    Armor B
    Traits:
    Shield
    Offhand
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.
    Armory Card 10:
    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.
    Armory Card 11:
    Demonbane Light Crossbow +1
    WotR
    Weapon 1
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
    If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.

    Location #2: Citadel
    At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
    When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
    When Permanently Closed: On closing, end your turn.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Kess/Gimry, None
    Citadel Card 1:
    Heavy Crossbow
    WotR
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Citadel Card 2:
    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.
    Citadel 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.
    Citadel Card 4:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Citadel Card 5:
    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.
    Citadel Card 6:
    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.

    Location #3: Laboratory
    At This Location: When you would banish an item for its power, bury it instead.
    When Closing: Succeed at an Intelligence 7 or Craft 5 check.
    When Permanently Closed: On closing, draw a random item from the box.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Shardra/AbrahamZ., Seoni/TheChu, None
    Laboratory Card 1:
    Ceustodaemon
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Fiend
    To Defeat:
    Combat 12
    The Ceustodaemon is immune to the Acid, Mental, and Poison traits. If evaded, shuffle this monster into a random open location deck.
    Before you act, the Ceustodaemon deals 1 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    These guardians are vigilant___ until they try to escape_
    Laboratory Card 2:
    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.
    Laboratory Card 3:
    Skitter
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Intelligence
    Arcane 6
    OR Wisdom
    Divine 7
    At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.
    Laboratory Card 4:
    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.
    Laboratory Card 5:
    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.
    Laboratory Card 6:
    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.

    Location #4: Dark Forest
    Closed
    At This Location: At the end of your turn, recharge your hand.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Watchtower
    At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/tcolmaster01, None

    Watchtower Card 1:
    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.
    Watchtower Card 2:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Watchtower Card 3:
    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.
    Watchtower Card 4:
    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.

    Location #6: Occult Library
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
    Located/Displayed Here: None

    Cards Not In the Box Card 1:
    Hosilla
    WotR
    Villain 1
    Type: Monster
    Traits:
    Human
    Inquisitor
    To Defeat:
    Combat 13
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
    Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
    After you act, Hosilla deals 1 Combat damage to you.
    "These mongrels are less than human, and soon they will be less than alive!" ---Hosilla
    Cards Not In the Box Card 2:
    Sophini
    WotR
    Villain B
    Type: Monster
    Traits:
    Human
    Conjurer
    Cultist
    To Defeat:
    Combat 12
    OR Arcane 9
    Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sophini is undefeated.
    If undefeated, shuffle the top card of the blissings deck into your location deck.
    "Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini
    Cards Not In the Box Card 3:
    Jeslyn
    WotR
    Villain 1
    Type: Monster
    Traits:
    Half-Elf
    Oracle
    Mutant
    To Defeat:
    Combat 13
    Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
    After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
    "Bring more of your soldiers! there will always be more demons!" ---Jeslyn


    ========================
    Kess starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: Citadel
    Location Power:At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
    Adventure Powers:

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

    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.

    Auto Fail this

    Discard Green Faith to explore

    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 local characters for BYA

    Combat 8: 1d10 + 4 + 1d12 ⇒ (2) + 4 + (9) = 15

    Roll Details:

    Combat(Melee) - 1d10+4
    Brawlers Might - 1d12

    Defeating a monster lets me heal a card -
    Kess is healed for 1: (Bo (Athlete)). Deck shuffled.

    "

    Kess wrote:

    Hand: Eruataki Coat, Spellcaster's Shield, Cloud Puff, Councilor's Ring, Gecks (Fire Gecko), Quartz (Quartermaster), Blessing of Gozreh,

    Displayed: Magic Chain Mail,
    Deck: 8 Discard: 2 Buried: 0
    Current Location: Citadel
    Hero Points: 1
    NOTES:
    Other: Paizo reroll used for scenario 1-1E?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Retainer, Crocodile Skin Madu, Leshykineticist, Amulet of Mighty Fists, Bo (Athlete), Iron Knuckles, White War Paint, Blessing of the Green Faith (2)
    Recharged:
    Discard Pile: Recruit, Blessing of the Green Faith,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On 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
    When you defeat a monster, you may heal a card

    "

    End of Turn Summary
    Banished Cards 1 and 2 from Citadel


  • Deck Handler

    It is the hour of Pulura

    Location Power: When you would banish an item for its power, bury it instead.

    Free exploration

    Laboratory Card 1 is Ceustodaemon:

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

    Scenario Power: When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile. There are 4 open locations and 3 villains in the villain pile, so n/a.

    BYA discard Find Traps for 1 Fire dmg

    Send Holy Light to Recovery
    recharge Apprentice
    Combat 12: 1d10 + 4 + 2d6 + 1d6 ⇒ (7) + 4 + (5, 2) + (2) = 20

    When Closing: Succeed at an Intelligence 7 or Craft 5 check.

    Send Fire Snake to Recovery
    Divine 5: 1d10 + 4 ⇒ (6) + 4 = 10

    Laboratory is closed

    When Permanently Closed: On closing, draw a random item from the box.

    Random Item 1 is Portable Altar:

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

    Recovery Phase:
    Recharge Holy Light? Divine 10: 1d10 + 4 ⇒ (3) + 4 = 7
    Recharge Fire Snake? Divine 8: 1d10 + 4 ⇒ (4) + 4 = 8

    Reset Hand

    "

    Shardra wrote:

    Hand: Pyrotechnic Blast, Burst Bonds, Portable Altar, Binder's Tome, Flame Staff, Kolo (WoTR),

    Displayed:
    Deck: 9 Discard: 7 Buried: 0
    Current Location: Laboratory
    Hero Points: 1
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

    Shardra power: recharge a spell to allow local character to reroll failed check to defeat a bane

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

    Binder's Tome: reveal for +1d4 +Mental to local Combat or Charisma

    Kolo: Recharge +1d8+# any local check to defeat barrier or close location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Blessing of Abadar, Blessing of Pharasma 1, Chronicler, Frigid Blast, Armor of the Sands, Good Omen, Cure, Apprentice, Fire Snake,
    Discard Pile: Blessing of the Spellbound, Blessing of Pharasma 2, Riding Horse, Blessing of Abraxas, Blessing of Deskari, Find Traps, Holy Light,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fort: Con +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Wis +3
    Knowledge: Wis +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Spell
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors | ☐ Heavy Armors
    POWERS (Role: none yet):
    When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.

    When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your (☐ or any) location deck.

    "


    Seoni's Deck Handler STR d6 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d6 (Perception +2)| CHA d12 (Arcane +2)

    ========================
    Seoni starts her turn.
    Hour: Blessing of Baphomet
    Hour Power:No effect.
    Location: Laboratory
    Location Power: When you would banish an item for its powers, bury it instead.
    Scenario Powers: When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile. If you do not defeat the villain, put it on the bottom of the villain pile and shuffle the henchman into your location deck. If the villain is defeated and would escape, put it on the bottom of the villain pile instead and close your location. If the villain is defeated and cannot escape, banish it. To win the scenario, close all of the locations.

    Seoni moves to the Armory and explores.

    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.

    Strength 6: 1d6 ⇒ 5

    Roll Details:

    Strength: 1d6

    Discarding Academae Student to explore again (with bonus to first Arcane check)

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

    Scenario power activates with 3 open locations

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

    BYA Combat Damage: 1d4 ⇒ 4
    OUCH. Discarding Sleep, Sage's Journal, Blessing of Pharasma, Incitation

    Combat 13: 1d12 + 1 + 2 + 1d4 + 2d4 ⇒ (4) + 1 + 2 + (1) + (3, 4) = 15

    Roll Details:

    Arcane: 1d12+1+2
    Miscellaneous: Academae Student Explore: 1d4
    Fiery Glare: 2d4

    No more cards in hand for AYA damage
    Armory is closed
    Hosilla is recharged under the Villain pile

    Seoni wrote:

    Hand: Mirror Image, Force Missile (Core), Wand of Acid Burst, Incanter (Issa), Blessing of the Gods,

    Displayed: Magic Leather Armor (Core),
    Deck: 4 Discard: 9 Buried: 0
    Current Location: Armory
    Hero Points: 0
    NOTES:
    Available Support: Saving for myself - None
    * Force Missile - Add 2d4 and the Attack, Force, and Magic traits to another character's combat (I'll auto-recover)
    * Blessing of the Gods - Add 1 die to any check, may treat this as the same as the current hour
    Movement: Move me to the Befouled Altar if necessary.
    Other: I am Seoni. The elements call me to cleanse this place!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lightning Touch (Core), Gem of Mental Acuity (Core), Blessing of Iomedae
    Recharged: Fiery Glare (Core),
    Discard Pile: Harrower (Cyrus), Good Omen (Core), Card Caster (Lumin), Frigid Blast, Acadamae Student (Peri), Sleep (Core), Sage's Journal, Blessing of Pharasma, Incitation,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Knowledge: Intelligence+2
    Wisdom d6 ☐ +1 ☐ +2
    - Perception: Wisdom+2
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Charisma+2

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    - Before your combat check, you may discard a card to draw an Arcane (□ or Magic) card from your discards or recovery pile.
    - On your check to recharge an Attack spell (☑ or item), you may automatically succeed.
    - When you acquire an ally (□ or a spell) you may draw a card.

    End of Turn Summary:
    - Failed to acqure Card 1 of Armory (Longsword)
    - Defeated Card 2 (Henchman swap to Hosilla)
    - Armory is closed
    - Discarded Academae Student, Sleep, Sage's Journal, Blessing of Pharasma, Incitation
    - Recharged Fiery Glare


    Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

    Out of Turn Updates: None

    Turn - Hour: Blessing of Ascension
    Hour Rules: None
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: You may summon and defeat a random monster instead of the normal check to acquire a boon.
    Explore: Spiked Pit Trap
    --Use Potion of Restoration to draw 2 cards (Acid Flask, Blast Stone)
    Blessing of the Elements 3
    Dex 9: 2d8 + 2 ⇒ (4, 2) + 2 = 8
    Dex 9 Paizo Product Reroll: 1d8 + 6 ⇒ (3) + 6 = 9
    Defeated
    -Free Explore from Trap
    Cultist of Baphomet
    ++++Scenario Power: 2 locations open, go to Villain Deck.

    Sophini:

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

    Acid Flask
    RNG Monster 1 Skeleton Combat 8: 1d8 + 3d6 + 2 ⇒ (4) + (4, 5, 3) + 2 = 18
    Defeated
    -Cogsnap Power: Recharge Light X Bow for Item Draw ->Potion of Beast Skin
    Alchemist's Fire
    Combat 12: 1d8 + 3d6 + 2 ⇒ (2) + (2, 6, 1) + 2 = 13
    Defeated
    Location Closed: Draw Weapon from box :Glaive +1

    Cogsnap ends their turn.

    Cogsnap attempts to recover all cards in their Recovery pile.
    Potion of Restoration Craft 9: 1d10 + 2 ⇒ (2) + 2 = 4
    Acid Flask Craft 6: 1d10 + 2 ⇒ (5) + 2 = 7
    Alchemist Fire Craft 7: 1d10 + 2 ⇒ (5) + 2 = 7
    Cogsnap resets their hand.

    [u]Summary[/u]
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    Start of Kess's turn:

    Elixir of HEaling: 1d4 + 1 ⇒ (2) + 1 = 3
    RNG Not Healed: 1d4 ⇒ 1
    Elixir of HEaling Craft 6: 1d10 + 2 ⇒ (8) + 2 = 10

    "

    Cogsnap wrote:

    Hand: Flaming Shortbow, Potion of Beast Skin, Immolate (Core), Elixir of Love, Blast Stone,

    Displayed: Clockwork Spy,
    Deck: 13 Discard: 1 Buried: 0
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magic Scale Mail, Anesthetizing SLime, Slick Leather, Bot Elements 1, Bot Elements 3, Acid Flask (Core), Potion of Striding, Potion of Restoration, Alchemist's Fire, Light Crossbow (Core), Clockwork Servant (Core)
    Recharged: Elixir of Healing,
    Discard Pile: Bot Elements 2,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☑ +1 ☐ +2 ☐ +3
    Disable +3
    Ranged +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3
    Arcane +1
    Craft +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Item
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armors, Weapons, Alchemy, Arcane
    POWERS:
    When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
    Add 1d6 to your Ranged combat check that has the Alchemical trait.
    After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.
    ▢ During recovery, you may discard Alchemical boons instead of banishing them.

    "


    During This Adventure: The servitor demon is the henchman Demonling.

    Demonling:

    Henchman
    Type: Monster
    Traits: Outsider Demon Servitor
    To Defeat: Combat 8
    The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 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 humliating_ If a demonling outlives his maste, he'll seek outers to humiliate_

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

    During This Scenario:

    Additional Rules: After building the location decks, shuffle the villains Sophini, Hosilla, and Jeslyn facedown into a villain pile.

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

    Herald of Iomedae:

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

    Cogsnap Goodies:

    Spoiler:
    Nectar of the Gods
    Item
    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 Healing
    Item
    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.

    Scenario Level (#): 1

    Turn: 16, Kess/Gimry

    Random Cards:

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

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

    Spoiler:
    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:
    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_

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

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

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

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

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

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

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

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

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

    Spoiler:
    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:
    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:
    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.

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Blessing of 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.

    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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 2 Seoni/TheChu:
    Spoiler:
    Hourglass Card 2 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Kess/Gimry:
    Spoiler:
    Hourglass Card 4 Kess/Gimry
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Shardra/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 6 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    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 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 10 Seoni/TheChu:
    Spoiler:
    Hourglass Card 10 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Cogsnap/tcolmaster01
    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 12 Kess/Gimry:
    Spoiler:
    Hourglass Card 12 Kess/Gimry
    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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 14 Seoni/TheChu:
    Spoiler:
    Hourglass Card 14 Seoni/TheChu
    Blessing of Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Armory
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Seoni/TheChu, None

    Location #2: Citadel
    At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
    When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
    When Permanently Closed: On closing, end your turn.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Kess/Gimry, None

    Citadel Card 1:
    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.
    Citadel Card 2:
    Cultist of Baphomet
    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Citadel Card 3:
    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.
    Citadel Card 4:
    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.

    Location #3: Laboratory
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Shardra/AbrahamZ., None

    Location #4: Dark Forest
    Closed
    At This Location: At the end of your turn, recharge your hand.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Watchtower
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Cogsnap/tcolmaster01, None

    Location #6: Occult Library
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
    Located/Displayed Here: None

    Cards Not In the Box Card 1:
    Jeslyn
    WotR
    Villain 1
    Type: Monster
    Traits:
    Half-Elf
    Oracle
    Mutant
    To Defeat:
    Combat 13
    Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
    After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
    "Bring more of your soldiers! there will always be more demons!" ---Jeslyn
    Cards Not In the Box Card 2 (Hosilla):
    Hosilla
    WotR
    Villain 1
    Type: Monster
    Traits:
    Human
    Inquisitor
    To Defeat:
    Combat 13
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
    Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
    After you act, Hosilla deals 1 Combat damage to you.
    "These mongrels are less than human, and soon they will be less than alive!" ---Hosilla
    Cards Not In the Box Card 3 (Sophini):
    Sophini
    WotR
    Villain B
    Type: Monster
    Traits:
    Human
    Conjurer
    Cultist
    To Defeat:
    Combat 12
    OR Arcane 9
    Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sophini is undefeated.
    If undefeated, shuffle the top card of the blissings deck into your location deck.
    "Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini


    ========================
    Kess starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: Citadel
    Location Power:At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
    Adventure Powers:

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

    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.

    Auto Fail this

    Discard Quartz to explore again

    Cultist of Baphomet - Henchman. Grab last Villain

    Jeslyn:

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

    BYA - Summon Servitor Demon

    Demonling:

    Henchman
    Type: Monster
    Traits: Outsider Demon Servitor
    To Defeat: Combat 8
    The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 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 humliating_ If a demonling outlives his maste, he'll seek outers to humiliate_

    Auto Fail the BYA

    Combat 11 (8+3): 1d10 + 4 + 1d12 + 1d4 ⇒ (7) + 4 + (8) + (3) = 22

    Roll Details:

    Combat(Melee) - 1d10+4
    Brawlers Might - 1d12
    Gecks (Fire Gecko) - 1d4

    Defeating a monster lets me heal a card
    Kess is healed for 1: (Recruit). Deck shuffled.

    Combat 13: 1d10 + 4 + 1d12 + 1d4 + 1d4 + 1 ⇒ (2) + 4 + (4) + (4) + (4) + 1 = 19

    Roll Details:

    Combat(Melee) - 1d10+4
    Brawlers Might - 1d12
    Gecks (Fire Gecko) - 1d4
    Brawlers Aid - 1d4+1

    Recharge Gecks for Brawlers Aid

    With just the Citadel left, Quartz and I spread out to cover more ground. While I find nothing more then an old helmet, Quarts comes running back with Mutant Half-Elf and a demonling in tow.

    "Looking for me?" the Half-Elf cracks a slight smile as they send their demon after me.

    The demonling goes down easy enough and the Half-Elf breaks into a rage.

    "I need more demons! There will always be more demons!" they yell as they charge after me.

    Much like their demon before them, they prove no match for my fists of steel.

    We Win!


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

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

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

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

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

    Each character gains a skill feat.

    Riding Horse (Ally B)
    Recruit (Ally B)
    Magic Scale Mail (Armor B)
    Spellcaster's Shield (Armor 1)
    Blessing of Deskari (Blessing 1)
    Portable Altar (Item B)
    Potion of Beast Skin (Item B)
    Potion of Restoration (Item 1)
    Sage's Journal (Item B)
    Burst Bonds (Spell B)
    Mirror Image (Spell B)
    Frigid Blast (Spell B)
    Good Omen (Spell B)
    Glaive +1 (Weapon B)


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

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

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

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

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

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

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

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


    1-2A: THE FROGS
    The Herald has sent you to gather an army! It is a pleasure to do his holy bidding, secure in the knowledge that the fight against the demons will soon be at a close.

    Traveling from town to town, you plead with the survivors of demonic raids to stand up and take back their lands. “Suffer not in silence,” the Herald commands, “for only you can be your own salvation!” Armed with his words, you have gained a surprising number of converts to the cause. By tomorrow, you should be able to present the Herald with a host he can command. But first, there is a more pressing matter: the ragtag citizens of Gundrun. Until the last crusade, Gundrun was just another abandoned ruin. As the Third Crusade began, descendants of the native clans returned to their homeland and attempted to reclaim Gundrun. While their efforts resulted in a disastrous failure, it paved the way for further attempts. Today, Gundrun is an improbable phenomenon: a free town of Sarkorians who have returned home, but have so far managed to exist in the shadow of the Worldwound. Here you will find the last remnants of a revered Sarkorian tradition: the summoning practice known as godcalling.

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


    During This Adventure: The servitor demon is the henchman Blood Demon.

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

    Blood Demon:

    Henchman
    Type: Monster
    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.

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

    During This Scenario:

    Additional Rules: DURING THIS SCENARIO

    When you fail to acquire an ally, discard the top card of the blessings deck.

    After closing 1 location, summon and build the location Mongrel Village and shuffle the villain Khorramzadeh into its location deck.

    To win the scenario, defeat and corner Gangrel Fiendsplicer.

    Queen Galfrey:

    Cohort
    Traits: Human Aristocrat Paladin Mendevian
    To Acquire: 0
    Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find. Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.

    Cogsnap Goodies:

    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:
    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.

    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 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.

    Scenario Level (#): 2

    Turn: 0, Kess/Gimry

    Random Cards:

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

    Spoiler:
    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:
    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:
    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_

    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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Shardra/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 2 Seoni/TheChu:
    Spoiler:
    Hourglass Card 2 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Kess/Gimry:
    Spoiler:
    Hourglass Card 4 Kess/Gimry
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Shardra/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 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Shardra/AbrahamZ.
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Seoni/TheChu:
    Spoiler:
    Hourglass Card 10 Seoni/TheChu
    Blessing of Sarenrae
    WotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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/Gimry:
    Spoiler:
    Hourglass Card 12 Kess/Gimry
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 14 Seoni/TheChu:
    Spoiler:
    Hourglass Card 14 Seoni/TheChu
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 15 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Cogsnap/tcolmaster01
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Kess/Gimry:
    Spoiler:
    Hourglass Card 16 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 17 Shardra/AbrahamZ.
    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 18 Seoni/TheChu:
    Spoiler:
    Hourglass Card 18 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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/Gimry:
    Spoiler:
    Hourglass Card 20 Kess/Gimry
    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 21 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 21 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 22 Seoni/TheChu:
    Spoiler:
    Hourglass Card 22 Seoni/TheChu
    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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 23 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Kess/Gimry:
    Spoiler:
    Hourglass Card 24 Kess/Gimry
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 25 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 25 Shardra/AbrahamZ.
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 26 Seoni/TheChu:
    Spoiler:
    Hourglass Card 26 Seoni/TheChu
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 27 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 27 Cogsnap/tcolmaster01
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 28 Kess/Gimry:
    Spoiler:
    Hourglass Card 28 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 29 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 29 Shardra/AbrahamZ.
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 30 Seoni/TheChu:
    Spoiler:
    Hourglass Card 30 Seoni/TheChu
    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.

    Location #1: Cell
    At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
    When Closing: Bury an ally.
    When Permanently Closed: On closing, move to another location and end your turn.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #2: Defender's Heart
    At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
    When Closing: Summon and acquire a random ally.
    When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
    M: 4 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #3: Citadel
    At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
    When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
    When Permanently Closed: On closing, end your turn.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #4: Torture Chamber
    At This Location: Combat or Fire damage dealt to you is increased by 1d4.
    When Closing: Each character is dealt 1 Mental damage that may not be reduced.
    When Permanently Closed: No effect.
    M: 3 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Cavern
    At This Location: If you move or are moved from this location, move to a random other location.
    When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, move to a random open location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #6: Mongrel Village
    Closed
    At This Location: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 1 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: None


    Start at Defenders Heart

    "

    Kess wrote:

    Hand: Cloud Puff, Bo (Athlete), Leshykineticist, Gecks (Fire Gecko),

    Displayed: Magic Chain Mail,
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Defender's Heart
    Hero Points: 2
    NOTES:
    Other: Paizo reroll used for scenario 1-2A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Green Faith (2), Blessing of the Green Faith, Crocodile Skin Madu, Councilor's Ring, White War Paint, Eruataki Coat, Iron Knuckles, Retainer, Quartz (Quartermaster), Amulet of Mighty Fists, Blessing of Gozreh
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On 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
    When you defeat a monster, you may heal a card

    "


    Seoni's Deck Handler STR d6 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d6 (Perception +2)| CHA d12 (Arcane +2)

    Seoni starts at the Citadel.

    Seoni wrote:

    Hand: Fiery Glare (Core), Lightning Touch (Core), Gem of Mental Acuity (Core), Acadamae Student (Peri), The Foreign Trader,

    Displayed: Magic Leather Armor (Core),
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Citadel
    Hero Points: 1
    Mythic Charges: 2
    NOTES:
    Available Support: Saving for myself - None
    * Academae Student - Add 1d4 to a local Arcane check or local check against an Outsider bane
    * The Foreign Trader - Add 1 die to local non-Combat check and also add 1d8
    Movement: Move me to the Befouled Altar if necessary.
    Other: I am Seoni. The elements call me to cleanse this place!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Good Omen (Core), Incanter (Issa), Blessing of Pharasma, Sleep (Core), Wand of Acid Burst, Harrower (Cyrus), Card Caster (Lumin), Blessing of Iomedae, Force Missile (Core), Blessing of the Gods
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Knowledge: Intelligence+2
    Wisdom d6 ☐ +1 ☐ +2
    - Perception: Wisdom+2
    Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Arcane: Charisma+2

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    - Before your combat check, you may discard a card to draw an Arcane (□ or Magic) card from your discards or recovery pile.
    - On your check to recharge an Attack spell (☑ or item), you may automatically succeed.
    - When you acquire an ally (□ or a spell) you may draw a card.
    - Mythic Archmage:
    Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


    Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

    Starting Location: Torture Chamber
    "

    Cogsnap wrote:

    Hand: Blast Stone, Bot Elements 1, Immolate (Core), Anesthetizing SLime, Slick Leather, Flaming Shortbow,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 2
    Mythic Charges: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Clockwork Spy, Acid Flask (Core), Elixir of Healing, Bot Elements 3, Clockwork Servant (Core), Elixir of Love, Alchemist's Fire, Bot Elements 2, Light Crossbow (Core)
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Mythic:Dexterity d8 ☑ +1 ☐ +2 ☐ +3
    Disable +3
    Ranged +1
    Constitution d6 ☐ +1 ☐ +2
    Mythic:Intelligence d10 ☑ +1 ☐ +2 ☐ +3
    Arcane +1
    Craft +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2
    Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
    Mythic Charges: 2

    Favored Card: Item
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armors, Weapons, Alchemy, Arcane
    POWERS:
    When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
    Add 1d6 to your Ranged combat check that has the Alchemical trait.
    After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.
    ▢ During recovery, you may discard Alchemical boons instead of banishing them.

    "


    Deck Handler

    Starting location: Cavern

    "

    Shardra wrote:

    Hand: Holy Light, Fire Snake, Binder's Tome, Apprentice, Blessing of Pharasma 1, Blessing of the Spellbound, Kolo (WoTR),

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Cavern
    Hero Points: 2
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

    Shardra power: recharge a spell to allow local character to reroll failed check to defeat a bane

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Abadar, Blessing of Pharasma 2, Blessing of Abraxas, Frigid Blast, Cure, Chronicler, Armor of the Sands, Flame Staff, Find Traps, Pyrotechnic Blast
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fort: Con +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Divine: Wis +3
    Knowledge: Wis +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Spell
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors | ☐ Heavy Armors
    POWERS (Role: none yet):
    When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.

    When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your (☐ or any) location deck.
    Mythic Hierophant: Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
    Mythic Hierophant: 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.

    "


    During This Adventure: The servitor demon is the henchman Blood Demon.

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

    Blood Demon:

    Henchman
    Type: Monster
    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.

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

    During This Scenario:

    Additional Rules: DURING THIS SCENARIO

    When you fail to acquire an ally, discard the top card of the blessings deck.

    After closing 1 location, summon and build the location Mongrel Village and shuffle the villain Khorramzadeh into its location deck.

    To win the scenario, defeat and corner Gangrel Fiendsplicer.

    Queen Galfrey:

    Cohort
    Traits: Human Aristocrat Paladin Mendevian
    To Acquire: 0
    Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find. Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.

    Cogsnap Goodies:

    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:
    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.

    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 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.

    Scenario Level (#): 2

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

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

    Spoiler:
    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:
    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:
    ArcaneDivine 14
    OR Disable 11
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
    While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

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

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

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

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

    Spoiler:
    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 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:
    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.

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

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

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

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

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

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

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

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

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

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

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

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

    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 Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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 Baphomet:
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/TheChu:
    Spoiler:
    Hourglass Card 1 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 2 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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/Gimry:
    Spoiler:
    Hourglass Card 3 Kess/Gimry
    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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 4 Shardra/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 5 Seoni/TheChu:
    Spoiler:
    Hourglass Card 5 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 6 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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/Gimry:
    Spoiler:
    Hourglass Card 7 Kess/Gimry
    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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 8 Shardra/AbrahamZ.
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Seoni/TheChu:
    Spoiler:
    Hourglass Card 9 Seoni/TheChu
    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 10 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 10 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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/Gimry:
    Spoiler:
    Hourglass Card 11 Kess/Gimry
    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 12 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 12 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 13 Seoni/TheChu:
    Spoiler:
    Hourglass Card 13 Seoni/TheChu
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 14 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 14 Cogsnap/tcolmaster01
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Kess/Gimry:
    Spoiler:
    Hourglass Card 15 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 16 Shardra/AbrahamZ.
    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 17 Seoni/TheChu:
    Spoiler:
    Hourglass Card 17 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 18 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 19 Kess/Gimry:
    Spoiler:
    Hourglass Card 19 Kess/Gimry
    Blessing of Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 20 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 21 Seoni/TheChu:
    Spoiler:
    Hourglass Card 21 Seoni/TheChu
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 22 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 23 Kess/Gimry:
    Spoiler:
    Hourglass Card 23 Kess/Gimry
    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 24 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 24 Shardra/AbrahamZ.
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Seoni/TheChu:
    Spoiler:
    Hourglass Card 25 Seoni/TheChu
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 26 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 26 Cogsnap/tcolmaster01
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 Kess/Gimry:
    Spoiler:
    Hourglass Card 27 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 28 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 28 Shardra/AbrahamZ.
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 29 Seoni/TheChu:
    Spoiler:
    Hourglass Card 29 Seoni/TheChu
    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.

    Location #1: Cell
    At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
    When Closing: Bury an ally.
    When Permanently Closed: On closing, move to another location and end your turn.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None

    Cell Card 1:
    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.
    Cell Card 2:
    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.
    Cell 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.
    Cell Card 4:
    Minotaur Mercenary
    WotR
    Ally 2
    Traits:
    Minotaur
    Hireling
    Elite
    To Acquire:
    Banish a
    weapon 0
    On your first combat check of the turn, recharge this card to add 1d8.
    Discard this card to explore your location.
    After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.
    Cell Card 5:
    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.
    Cell Card 6:
    Giant Cockroach
    WotR
    Monster B
    Traits:
    Vermin
    Basic
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.
    Cell Card 7:
    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.
    Cell Card 8:
    Explosive Runes
    WotR
    Barrier B
    Traits:
    Trap
    Magic
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
    Cell Card 9:
    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_
    Cell Card 10:
    Mongrel Traitor
    WotR
    Henchman 1
    Type: Monster
    Traits:
    Mongrel
    Soldier
    To Defeat:
    Combat 0
    The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
    In undefeated, bury 1 random card from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #2: Defender's Heart
    At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
    When Closing: Summon and acquire a random ally.
    When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
    M: 4 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Kess/Gimry, None
    Defender's Heart Card 1:
    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.
    Defender's Heart Card 2:
    Salamander
    WotR
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales_
    Defender's Heart Card 3:
    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.
    Defender's Heart Card 4:
    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.
    Defender's Heart Card 5:
    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.
    Defender's Heart Card 6:
    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.
    Defender's Heart Card 7:
    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_
    Defender's Heart Card 8:
    Mongrel Traitor
    WotR
    Henchman 1
    Type: Monster
    Traits:
    Mongrel
    Soldier
    To Defeat:
    Combat 0
    The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
    In undefeated, bury 1 random card from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Defender's Heart Card 9:
    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.
    Defender's Heart Card 10:
    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.

    Location #3: Citadel
    At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
    When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
    When Permanently Closed: On closing, end your turn.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/TheChu, None
    Citadel Card 1:
    Elven Chain Shirt
    WotR
    Armor 1
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    Reveal this card to reduce Combat damage deal to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Citadel Card 2:
    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.
    Citadel 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.
    Citadel Card 4:
    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_
    Citadel Card 5:
    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.
    Citadel Card 6:
    Mongrel Traitor
    WotR
    Henchman 1
    Type: Monster
    Traits:
    Mongrel
    Soldier
    To Defeat:
    Combat 0
    The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
    In undefeated, bury 1 random card from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Citadel Card 7:
    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.
    Citadel Card 8:
    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.
    Citadel Card 9:
    Teamster
    WotR
    Ally B
    Traits:
    Human
    Hireling
    Basic
    To Acquire:
    Constitution
    Fortitude 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
    Discard thi card to explore your location.
    Citadel Card 10:
    Commander's Field Plate
    WotR
    Armor 2
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 8
    When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
    Recharge this card to reduce Combat damage dealt to you by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Location #4: Torture Chamber
    At This Location: Combat or Fire damage dealt to you is increased by 1d4.
    When Closing: Each character is dealt 1 Mental damage that may not be reduced.
    When Permanently Closed: No effect.
    M: 3 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/tcolmaster01, None
    Torture Chamber Card 1:
    Wolverine
    WotR
    Ally 1
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 8
    If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
    Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.
    Torture Chamber Card 2:
    Baleful Shadows
    WotR
    Barrier B
    Traits:
    Obstacle
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Stealth 11
    If undefeated, a character at your location summons and encounters the henchman Wight.
    Torture Chamber Card 3:
    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_
    Torture Chamber Card 4:
    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.
    Torture Chamber 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.
    Torture Chamber Card 6:
    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.
    Torture Chamber Card 7:
    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_
    Torture Chamber Card 8:
    Mongrel Traitor
    WotR
    Henchman 1
    Type: Monster
    Traits:
    Mongrel
    Soldier
    To Defeat:
    Combat 0
    The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
    In undefeated, bury 1 random card from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Torture Chamber Card 9:
    Interrogator
    WotR
    Ally B
    Traits:
    Human
    Inquisitor
    To Acquire:
    Knowledge 6
    OR Charisma
    Diplomacy 8
    If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result.
    Recharge this card to succeed at your Knowledge check against a bane.
    Discard this card to explore your location.
    Torture Chamber Card 10:
    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.

    Location #5: Cavern
    At This Location: If you move or are moved from this location, move to a random other location.
    When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, move to a random open location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Shardra/AbrahamZ., None
    Cavern Card 1:
    Blasphemous Priest
    WotR
    Monster B
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
    Cavern Card 2:
    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.
    Cavern Card 3:
    Trapsmith Gloves
    WotR
    Item B
    Traits:
    Accessory
    Magic
    Basic
    To Acquire:
    Dexterity
    Disable 7
    Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
    Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.
    Cavern Card 4:
    Corrupted Crusaders
    WotR
    Barrier B
    Traits:
    Cache
    Skirmish
    Basic
    To Defeat:
    None 0
    Before you act, draw a random ally from the box and display it next to the scenario.
    Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
    Cavern Card 5:
    Wenduag
    WotR
    Henchman 1
    Type: Monster
    Traits:
    Mongrel
    Ranger
    To Defeat:
    Combat 0
    The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box.
    Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Cavern 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_
    Cavern 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.
    Cavern Card 8:
    Lance
    WotR
    Weapon B
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Elite
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.
    Cavern Card 9:
    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_
    Cavern Card 10:
    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.

    Location #6: Mongrel Village
    Closed
    At This Location: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 1 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: None
    Mongrel Village Card 1:
    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.
    Mongrel Village Card 2:
    Gangrel Fiendsplicer
    None
    Villain 2
    Type: Monster
    Traits:
    Demon
    Mongrel
    Wizard
    To Defeat:
    Combat See below
    THEN Combat See below
    The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box.
    Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
    If undefeated, each character must bury a card from her discard pile.
    Mongrel Village Card 3:
    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.
    Mongrel Village 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.
    Mongrel Village Card 5:
    Javelin
    WotR
    Weapon B
    Traits:
    Spear
    Ranged
    Piercing
    Basic
    To Acquire:
    Dexterity
    Ranged 4
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.
    Mongrel Village Card 6:
    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.
    Mongrel Village Card 7:
    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.
    Mongrel Village Card 8:
    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.
    Mongrel Village Card 9:
    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.
    Mongrel Village Card 10:
    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.

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