[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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Deck Handler

It is the hour of Baphomet

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

Free exploration

Cavern Card 1 is Blasphemous Priest:

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

Increase in difficulty due to Divine: 2d4 ⇒ (2, 3) = 5
Send Holy Light to Recovery
Recharge Spellbound & Apprentice
Combat 15, mythic charges, undead: 2d10 + 5 + 2 + 2d12 + 1d6 ⇒ (5, 5) + 5 + 2 + (3, 3) + (3) = 26

Recovery Phase:

Recharge Holy Light? Divine 10, mythic charges: 1d10 + 5 + 2 ⇒ (9) + 5 + 2 = 16

Reset Hand

"

Shardra wrote:

Hand: Cure, Fire Snake, Find Traps, Binder's Tome, Blessing of Pharasma 1, Kolo (WoTR),

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Cavern
Hero Points: 2
Tshirt Reroll: Available
Mythic Charges: 2
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

Find Traps: +2 dice vs any barrier

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abadar, Flame Staff, Frigid Blast, Armor of the Sands, Blessing of Pharasma 2, Pyrotechnic Blast, Chronicler, Blessing of Abraxas
Recharged: Blessing of the Spellbound, Apprentice, Holy Light,
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.

"


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: 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.
Scenario Powers: 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.

Seoni explores the Citadel.

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.

Constitution 6: 1d6 ⇒ 3

Roll Details:

Constitution: 1d6

Discarding Academae Student to explore again

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.

Constitution 4: 1d6 ⇒ 2

Roll Details:

Constitution: 1d6

Seoni wrote:

Hand: Fiery Glare (Core), Lightning Touch (Core), Force Missile (Core), Gem of Mental Acuity (Core), Wand of Acid Burst, The Foreign Trader,

Displayed: Magic Leather Armor (Core),
Deck: 8 Discard: 1 Buried: 0
Current Location: Citadel
Hero Points: 1
Mythic Charges: 2
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)
* 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): Blessing of Pharasma, Sleep (Core), Card Caster (Lumin), Good Omen (Core), Blessing of Iomedae, Harrower (Cyrus), Incanter (Issa), Blessing of the Gods
Recharged:
Discard Pile: Acadamae Student (Peri),
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.

End of Turn Summary:
- Failed to acqure Card 1, 2 of Citidel (Elven Chain Shirt, Stalking Armor)
- Discarded Academae Student


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

Out of Turn Updates: None

Turn - Hour: Ascension
Hour Rules: None
SOT: Display Slick Leather
Give Card: None
Move: XX -> YY
Location Powers: Combat or Fire damage dealt to you is increased by 1d4.
Explore: Wolverine
Seoni - Blessing of Pharasma

Wis 8: 2d6 ⇒ (1, 1) = 2
Wis 8 Hero Point: 2d6 ⇒ (5, 4) = 9
Acquired
Discard Wolverine to Explore
Seoni - Find Traps
Baleful Shadows Wis 11: 3d6 ⇒ (5, 5, 2) = 12
Banished

Cogsnap ends their turn.

Cogsnap attempts to recover all cards in their Recovery pile.

Cogsnap resets their hand.

[u]Summary[/u]
Acquired: Wolverine
Banished: Baleful Shadows
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: Seoni - Find Traps, Seoni - Blessing of Pharasma
Actions needed by other Player(s): None
"

Cogsnap wrote:

Hand: Blast Stone, Bot Elements 1, Immolate (Core), Anesthetizing SLime, Elixir of Healing, Flaming Shortbow,

Displayed: Queen Galfrey, Slick Leather,
Deck: 9 Discard: 1 Buried: 0
Hero Points: 1
Mythic Charges: 2

Deck, Discard, Buried:

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

"


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: 4, Kess/Gimry

Random Cards:

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

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

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

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

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

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

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

Spoiler:
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.

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

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

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

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

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

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

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

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

Allies
Spoiler:
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.

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:
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:
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.

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

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

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

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

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

Hours Remaining: 26

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 Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Shardra/AbrahamZ.:
Spoiler:
Hourglass Card 5 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 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 11 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Sarenrae
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 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 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 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 Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 19 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 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 Shardra/AbrahamZ.:
Spoiler:
Hourglass Card 21 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 22 Seoni/TheChu:
Spoiler:
Hourglass Card 22 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 23 Cogsnap/tcolmaster01:
Spoiler:
Hourglass Card 23 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 24 Kess/Gimry:
Spoiler:
Hourglass Card 24 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 25 Shardra/AbrahamZ.:
Spoiler:
Hourglass Card 25 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 26 Seoni/TheChu:
Spoiler:
Hourglass Card 26 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: 1 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Seoni/TheChu, None
Citadel Card 1:
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 2:
Worm Demon
WotR
Monster B
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids_
Citadel Card 3:
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 4:
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 5:
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 6:
Recruit
WotR
Ally B
Traits:
Human
Soldier
Basic
To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Citadel Card 7:
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 8:
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: 1 Bl: 0 ?: 1
Located/Displayed Here: Cogsnap/tcolmaster01, None
Torture Chamber Card 1:
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 2:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Torture Chamber Card 3:
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 4:
Spiny Shield
WotR
Armor 2
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Torture Chamber Card 5:
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 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.
Torture Chamber Card 7:
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 8:
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: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Shardra/AbrahamZ., None
Cavern Card 1:
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 2:
Trapsmith Gloves
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Dexterity
Disable 7
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.
Cavern Card 3:
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 4:
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 5:
Spectre
WotR
Monster 2
Traits:
Undead
Incorporeal
Elite
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask_
Cavern Card 6:
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 7:
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 8:
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 9:
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.


========================
Kess starts her turn.
Hour: Blessing of Torag
Hour Power:No effect.
Location: Defender's Heart
Location Power:When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
Adventure Powers:

  • The servitor demon is the henchman Blood Demon.
    Scenario Powers:
  • 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.

    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.

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

    Roll Details:

    Fortitude - 1d8+1

    Discard Bo to explore again

    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_

    Combat 15: 1d10 + 4 + 1d12 + 2 + 1d4 ⇒ (8) + 4 + (10) + 2 + (1) = 25

    Roll Details:

    Combat(Melee) - 1d10+4
    Brawlers Might - 1d12
    Mythic Marshall (Str) - 2
    Gecks (Fire Gecko) - 1d4

    Defeating a monster lets me heal a card
    Kess has all cards in her discard pile healed: (Bo (Athlete)). Deck shuffled.
    Acquire Random Armor 1 - Magic Shield

    Discard Gecks to explore again

    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.

    Wisdom 6: 1d4 + 1d4 ⇒ (4) + (3) = 7

    Roll Details:

    Wisdom - 1d4
    Blessed - 1d4

    Use Cognsaps BotElements

    Reveal Cloud Puff/Leshykineticist to increase handsize

    "

    Kess wrote:

    Hand: Cloud Puff, Iron Knuckles, Amulet of Mighty Fists, Bat, Leshykineticist, Retainer, Quartz (Quartermaster),

    Displayed: Magic Chain Mail,
    Deck: 9 Discard: 1 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): Crocodile Skin Madu, Blessing of the Green Faith, Eruataki Coat, Blessing of Gozreh, Blessing of the Green Faith (2), Councilor's Ring, White War Paint, Bo (Athlete), Magic Shield
    Recharged:
    Discard Pile: Gecks (Fire Gecko),
    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
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

    "

    End of Turn Summary
    Banished Cards 1 and 2 from Defenders Heart
    Acquired Random Armor 1
    Acquired Card 3 from Defenders Heart
    Used Cogsnaps BotElements


  • Deck Handler

    Off turn: discard B of Pharasma 1 for Cogsnap. Send Find Traps to Recovery for Cogsnap.

    Recharge Find Traps? Divine 8, mythic: 1d10 + 5 + 2 ⇒ (10) + 5 + 2 = 17

    It is the hour of Baphomet

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

    Attempt to move to Torture Chamber but due to location power, move to a random location other than Cavern

    Random Location: 1d4 ⇒ 4 Move to Torture Chamber anyway!

    Free exploration

    Torture Chamber Card 1 is 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_

    BYA Wis 9, mythic: 1d10 + 2 + 2 ⇒ (4) + 2 + 2 = 8

    Reveal Binder's Tome
    Ask Seoni to play Force Missile
    Combat 9+1=10: 1d6 + 1d4 + 2d4 ⇒ (4) + (1) + (4, 1) = 10 Whew! Banished.

    Recovery Phase:

    Reset Hand

    Turn Summary:
    * Used Seoni's Force Missile

    "

    Shardra wrote:

    Hand: Cure, Fire Snake, Binder's Tome, Flame Staff, Blessing of Pharasma 2, Kolo (WoTR),

    Displayed:
    Deck: 10 Discard: 1 Buried: 0
    Current Location: Torture Chamber
    Hero Points: 2
    Tshirt Reroll: Available
    Mythic Charges: 2
    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

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

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Abraxas, Blessing of Abadar, Chronicler, Frigid Blast, Armor of the Sands, Pyrotechnic Blast
    Recharged: Blessing of the Spellbound, Apprentice, Holy Light, Find Traps,
    Discard Pile: Blessing of Pharasma 1,
    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.

    "


    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: 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.
    Scenario Powers: 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.

    Seoni explores the Citadel.

    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.

    Discard top card of my deck: Incanter
    Using 1 Mythic Charge to ignore immunities and replace highest die with a d20: 1 MC Remaining

    Combat 14: 1d20 + 2 + 2 + 2 + 2d4 ⇒ (17) + 2 + 2 + 2 + (2, 1) = 26

    Roll Details:

    Arcane: 1d12+2+2
    Miscellaneous: Mythic Charges: 2
    Fiery Glare: 2d4

    Seoni wrote:

    Hand: Lightning Touch (Core), Gem of Mental Acuity (Core), Wand of Acid Burst, Blessing of Iomedae, Blessing of the Gods, The Foreign Trader,

    Displayed: Magic Leather Armor (Core),
    Deck: 7 Discard: 2 Buried: 0
    Current Location: Citadel
    Hero Points: 1
    Mythic Charges: 1
    NOTES:
    Available Support: Saving for myself - None
    * Blessing of Iomedae - Add 1 die to any check, add 2 dice to any Charisma check, recharges if Blessing of Iomedae is current hour
    * The Foreign Trader - Add 1 die to local non-Combat check and also add 1d8
    * 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): Sleep (Core), Blessing of Pharasma, Harrower (Cyrus), Card Caster (Lumin), Good Omen (Core)
    Recharged: Force Missile (Core), Fiery Glare (Core),
    Discard Pile: Acadamae Student (Peri), Incanter (Issa),
    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.

    End of Turn Summary:
    - Defeated Card 1 of Citadel (Carrion Golem)
    - Used 1 Mythic Charge: 1 Remaining
    - Discarded Incanter
    - Recharged Fiery Glare


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

    Out of Turn Updates: Discard Elements 1

    Turn - Hour: Blessing of Ascension
    Hour Rules: None
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: Combat or Fire damage dealt to you is increased by 1d4.
    Explore: Demonic Horde

    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.

    RNG, in player order (Cog, Kess, Shadara, Seoni): 1d4 ⇒ 4
    RNG, in player order (Cog, Kess, Shadara, Seoni): 1d4 ⇒ 3
    RNG, in player order (Cog, Kess, Shadara, Seoni): 1d4 ⇒ 4
    RNG, in player order (Cog, Kess, Shadara, Seoni): 1d4 ⇒ 3

    TURN PAUSED


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

    Off turn encounters

    Blood Demon 1:
    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.

    BYA Arcane 9: 1d12 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8

    Roll Details:

    Arcane: 1d12+2+2
    Miscellaneous: Mythic Charges: 1

    Combat 17: 1d12 + 2 + 2 + 1 + 2d4 + 1d12 ⇒ (2) + 2 + 2 + 1 + (1, 2) + (8) = 18

    Roll Details:

    Arcane: 1d12+2+2
    Miscellaneous: Mythic Charges: 1
    Wand of Acid Burst: 2d4
    Bless (Blessing of the Gods): 1d12

    Blood Demon 2:
    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.

    BYA Arcane 9: 1d12 + 2 + 2 + 1 ⇒ (7) + 2 + 2 + 1 = 12

    Roll Details:

    Arcane: 1d12+2+2
    Miscellaneous: Mythic Charges: 1

    Using Seoni's Discard power (Lightning Touch) to draw Wand of from discard or recovery pile

    Combat 17: 1d12 + 2 + 2 + 1 + 2d4 + 2d12 ⇒ (6) + 2 + 2 + 1 + (3, 3) + (8, 8) = 33

    Roll Details:

    Arcane: 1d12+2+2
    Miscellaneous: Mythic Charges: 1
    Wand of Acid Burst: 2d4
    Double Bless (Blessing of Iomedae): 2d12

    Seoni wrote:

    Hand: Gem of Mental Acuity (Core), The Foreign Trader,

    Displayed: Magic Leather Armor (Core),
    Deck: 8 Discard: 5 Buried: 0
    Current Location: Citadel
    Hero Points: 1
    Mythic Charges: 1
    NOTES:
    Available Support: Saving for myself - None
    * 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): Blessing of Pharasma, Sleep (Core), Harrower (Cyrus), Good Omen (Core), Card Caster (Lumin)
    Recharged: Force Missile (Core), Fiery Glare (Core), Wand of Acid Burst,
    Discard Pile: Acadamae Student (Peri), Incanter (Issa), Blessing of the Gods, Lightning Touch (Core), Blessing of Iomedae,
    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.


    Deck Handler

    On Cogsnap's turn:

    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.

    BYA Divine 9, mythic: 1d10 + 5 + 2 ⇒ (1) + 5 + 2 = 8

    Reveal Flame Staff (an item, not a weapon) & reveal Binder's Tome
    Discard Blessing of Pharasma 2
    Combat 17, mythic: 2d10 + 5 + 2 + 1d4 + 1d4 ⇒ (6, 8) + 5 + 2 + (2) + (2) = 25

    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.

    BYA Divine 9, mythic: 1d10 + 5 + 2 ⇒ (5) + 5 + 2 = 12

    Reveal Flame Staff (an item, not a weapon) & reveal Binder's Tome
    Discard Fire Snake
    Combat 17, mythic: 1d10 + 5 + 2 + 1d4 + 1d4 + 1d8 ⇒ (10) + 5 + 2 + (2) + (4) + (4) = 27

    "

    Shardra wrote:

    Hand: Cure, Binder's Tome, Flame Staff, Kolo (WoTR),

    Displayed:
    Deck: 10 Discard: 3 Buried: 0
    Current Location: Torture Chamber
    Hero Points: 2
    Tshirt Reroll: Available
    Mythic Charges: 2
    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

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

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Abadar, Chronicler, Armor of the Sands, Frigid Blast, Blessing of Abraxas, Pyrotechnic Blast
    Recharged: Blessing of the Spellbound, Apprentice, Holy Light, Find Traps,
    Discard Pile: Blessing of Pharasma 1, Blessing of Pharasma 2, Fire Snake,
    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.

    "


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

    Demonic Horde Banished

    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: Blast Stone, Acid Flask (Core), Immolate (Core), Anesthetizing SLime, Elixir of Healing, Flaming Shortbow,

    Displayed: Queen Galfrey, Slick Leather,
    Deck: 8 Discard: 2 Buried: 0
    Hero Points: 1
    Mythic Charges: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Elixir of Love, Clockwork Spy, Clockwork Servant (Core), Bot Elements 2, Alchemist's Fire, Light Crossbow (Core), Bot Elements 3
    Recharged:
    Discard Pile: Wolverine, Bot Elements 1,
    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.

    "


    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: 8, Kess/Gimry

    Random Cards:

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

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

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

    Spoiler:
    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_

    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:
    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:
    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:
    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:
    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 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.

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

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

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

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

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

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

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

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

    Spoiler:
    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:
    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.

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

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

    Spoiler:
    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:
    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.

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

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

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

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 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 2 Seoni/TheChu:
    Spoiler:
    Hourglass Card 2 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 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 Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 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 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 Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 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 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 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 Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 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 Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 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 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 17 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 17 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 18 Seoni/TheChu:
    Spoiler:
    Hourglass Card 18 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 19 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 19 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 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 Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Seoni/TheChu:
    Spoiler:
    Hourglass Card 22 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: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Kess/Gimry, None
    Defender's Heart Card 1:
    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 2:
    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 3:
    Betrayal Demon
    WotR
    Monster 2
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 16
    The Betrayal Demon is immune to the Electricity and Poison traits.
    During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
    After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
    Defender's Heart Card 4:
    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 5:
    Mongrel Traitor
    WotR
    Henchman 1
    Type: Monster
    Traits:
    Mongrel
    Soldier
    To Defeat:
    Combat 0
    The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
    In undefeated, bury 1 random card from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Defender's Heart Card 6:
    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 7:
    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: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/TheChu, None
    Citadel Card 1:
    Worm Demon
    WotR
    Monster B
    Traits:
    Outsider
    Undead
    Demon
    To Defeat:
    Combat 10
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.
    Worn demons inhabit and control the corpses of dead humanoids_
    Citadel Card 2:
    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 3:
    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 4:
    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 5:
    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 6:
    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 7:
    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: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Shardra/AbrahamZ., Cogsnap/tcolmaster01, None
    Torture Chamber Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    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 6:
    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: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Cavern Card 1:
    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 2:
    Trapsmith Gloves
    WotR
    Item B
    Traits:
    Accessory
    Magic
    Basic
    To Acquire:
    Dexterity
    Disable 7
    Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
    Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.
    Cavern Card 3:
    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 4:
    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 5:
    Spectre
    WotR
    Monster 2
    Traits:
    Undead
    Incorporeal
    Elite
    To Defeat:
    Combat 11
    OR Wisdom
    Divine 7
    The Spectre is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Spectre is undefeated.
    If undefeated, move to a random location.
    This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask_
    Cavern Card 6:
    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 7:
    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 8:
    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 9:
    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.


    ========================
    Kess starts her turn.
    Hour: Blessing of Nethys
    Hour Power:No effect.
    Location: Defender's Heart
    Location Power:When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
    Adventure Powers:

  • The servitor demon is the henchman Blood Demon.
    Scenario Powers:
  • 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.

    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.

    Survival 7: 1d4 + 1d4 ⇒ (2) + (1) = 3

    Roll Details:

    Survival - 1d4
    Bat - 1d4

    Fail to acquire an Ally, Discard top card of Blessing Deck. New Hour is: Blessing of Abadar
    HOUR IS OFF BY ONE NOW!

    Discard Retainer to explore again

    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.

    Auto Fail this piece of junk

    Discard Quartz to explore again

    Betrayal Demon:

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

    Combat 16: 1d10 + 4 + 1d12 + 1d4 ⇒ (4) + 4 + (2) + (4) = 14

    Roll Details:

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

    Paizo reroll the d12
    Combat 16: 4 + 4 + 1d12 + 4 ⇒ 4 + 4 + (10) + 4 = 22

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

    AYA There are no other local characters, so failing the AYA doesn't matter

    Reveal Cloud Puff/Leshykineticist to increase handsize

    "

    Kess wrote:

    Hand: Eruataki Coat, Cloud Puff, Iron Knuckles, Amulet of Mighty Fists, Councilor's Ring, Quartz (Quartermaster), Leshykineticist,

    Displayed: Magic Chain Mail,
    Deck: 8 Discard: 2 Buried: 0
    Current Location: Defender's Heart
    Hero Points: 2
    NOTES:
    Other: Paizo reroll used for scenario 1-2A?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Crocodile Skin Madu, White War Paint, Blessing of Gozreh, Blessing of the Green Faith, Bat, Blessing of the Green Faith (2), Magic Shield, Bo (Athlete)
    Recharged:
    Discard Pile: Gecks (Fire Gecko), Retainer,
    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
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

    "

    End of Turn Summary
    Banished top 3 cards of the Defender's Heart
    HOUR IS OFF BY ONE NOW!


  • Deck Handler

    It is the hour of Sarenrae

    Move to: Citadel

    Send Cure to Recovery to heal Seoni
    Heal: 1d4 + 1 ⇒ (4) + 1 = 5
    Seoni is healed 5 cards.

    Free exploration

    Citadel Card 1 is 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_

    Reveal Flame Staff & Binder's Tome
    Combat 10, mythic: 1d10 + 5 + 2 + 1d4 + 1d4 ⇒ (1) + 5 + 2 + (2) + (4) = 14

    Location Power: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.

    Recovery Phase:
    Recharge Cure? Divine 8, mythic: 1d10 + 5 + 2 ⇒ (10) + 5 + 2 = 17

    Reset Hand

    "

    Shardra wrote:

    Hand: Frigid Blast, Binder's Tome, Flame Staff, Chronicler, Blessing of Abadar, Kolo (WoTR),

    Displayed:
    Deck: 8 Discard: 3 Buried: 0
    Current Location: Citadel
    Hero Points: 2
    Tshirt Reroll: Available
    Mythic Charges: 2
    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

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

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Pyrotechnic Blast, Armor of the Sands, Blessing of Abraxas
    Recharged: Blessing of the Spellbound, Apprentice, Holy Light, Find Traps, Cure,
    Discard Pile: Blessing of Pharasma 1, Blessing of Pharasma 2, Fire Snake,
    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: 10, Seoni/TheChu

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

    Spoiler:
    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:
    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:
    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_

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

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

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

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

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

    Spoiler:
    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.

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

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

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

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

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

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

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

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

    Spoiler:
    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.

    Allies
    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:
    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:
    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:
    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:
    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.

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

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

    Current Hour:

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

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Cogsnap/tcolmaster01
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Kess/Gimry:
    Spoiler:
    Hourglass Card 2 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 3 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 3 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 4 Seoni/TheChu:
    Spoiler:
    Hourglass Card 4 Seoni/TheChu
    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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 5 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 6 Kess/Gimry:
    Spoiler:
    Hourglass Card 6 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 7 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 7 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 8 Seoni/TheChu:
    Spoiler:
    Hourglass Card 8 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 9 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 9 Cogsnap/tcolmaster01
    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 10 Kess/Gimry:
    Spoiler:
    Hourglass Card 10 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 11 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 11 Shardra/AbrahamZ.
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Seoni/TheChu:
    Spoiler:
    Hourglass Card 12 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 13 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 13 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 14 Kess/Gimry:
    Spoiler:
    Hourglass Card 14 Kess/Gimry
    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 15 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 15 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 16 Seoni/TheChu:
    Spoiler:
    Hourglass Card 16 Seoni/TheChu
    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 17 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 17 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 18 Kess/Gimry:
    Spoiler:
    Hourglass Card 18 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 19 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 19 Shardra/AbrahamZ.
    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: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Kess/Gimry, None
    Defender's Heart Card 1:
    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 2:
    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 3:
    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 4:
    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: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Shardra/AbrahamZ., Seoni/TheChu, None
    Citadel 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.
    Citadel Card 2:
    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 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.
    Citadel Card 4:
    Recruit
    WotR
    Ally B
    Traits:
    Human
    Soldier
    Basic
    To Acquire:
    Charisma
    Diplomacy 3
    Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
    Discard this card to explore your location.
    Citadel Card 5:
    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 6:
    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: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/tcolmaster01, None
    Torture Chamber Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    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 6:
    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: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Cavern Card 1:
    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 2:
    Trapsmith Gloves
    WotR
    Item B
    Traits:
    Accessory
    Magic
    Basic
    To Acquire:
    Dexterity
    Disable 7
    Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
    Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.
    Cavern Card 3:
    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 4:
    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 5:
    Spectre
    WotR
    Monster 2
    Traits:
    Undead
    Incorporeal
    Elite
    To Defeat:
    Combat 11
    OR Wisdom
    Divine 7
    The Spectre is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Spectre is undefeated.
    If undefeated, move to a random location.
    This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask_
    Cavern Card 6:
    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 7:
    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 8:
    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 9:
    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.


    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: 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.
    Scenario Powers: 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.

    Seoni explores the Citadel.

    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.

    Charisma 8: 1d12 + 2 ⇒ (9) + 2 = 11

    Roll Details:

    Charisma: 1d12+2

    Using Seoni's Draw power after acquiring an ally: Academae Student
    Bah, would have kept going if it were something for combat

    Seoni wrote:

    Hand: Gem of Mental Acuity (Core), Caravan Guard, Acadamae Student (Peri), Harrower (Cyrus), The Foreign Trader, Blessing of Pharasma,

    Displayed: Magic Leather Armor (Core),
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Citadel
    Hero Points: 1
    Mythic Charges: 1
    NOTES:
    Available Support: Saving for myself - None
    * Academae Student - Add 1d4 to a local Arcane check or local check against an Outsider bane
    * Harrower - Examine the top 3 cards of any character's deck and return them in any order
    * The Foreign Trader - Add 1 die to local non-Combat check and also add 1d8
    * Blessing of Pharasma - Add 1 die to any check, add 2 dice to any check where a spell was cast
    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): Blessing of the Gods, Fiery Glare (Core), Blessing of Iomedae, Card Caster (Lumin), Force Missile (Core), Wand of Acid Burst, Lightning Touch (Core), Sleep (Core), Incanter (Issa), Good Omen (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.
    - 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.

    End of Turn Summary:
    - Acquired Card 1 of Citadel (Caravan Guard)


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

    Out of Turn Updates: None

    Turn - Hour: Blessing of Nethys
    Hour Rules: None
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: Combat or Fire damage dealt to you is increased by 1d4.
    Explore: Poison Spiked Pit Trap
    Acid Flask
    Dex 10: 1d8 + 3 + 2d4 ⇒ (4) + 3 + (2, 3) = 12
    Defeated
    Free Explore from the trap.
    Spiny Shield - Can't get it, letting it go.
    Put Slime into Recovery to explore
    Flaming Shortbow
    Mercenary Combat 11: 1d8 + 4 + 1d6 + 1d4 ⇒ (4) + 4 + (3) + (3) = 14
    Banished
    --Recharge Immolate for COGSNAP draw. ->Potion of Restoration
    Play Potion to draw 2 cards from deck: Light X Bow, Clockwork Servant
    Bury Servant to explore
    Mongrel Traitor HENCHMEN
    RNG Monster 1 is Mongrel Ranger (same thing, Combat 0 w/ special)
    RNG Monster 2 Giant Fly, COMBAT 9
    Flaming Shortbow
    Combat 9: 1d8 + 4 + 1d6 + 1d4 ⇒ (7) + 4 + (3) + (2) = 16
    Defeated
    Close CHeck - 1 Mental Damage (Light X Bow Core)
    WPC: None

    Cogsnap ends their turn.

    Cogsnap attempts to recover all cards in their Recovery pile.
    Acid Flask Craft 6: 1d10 + 5 ⇒ (7) + 5 = 12
    Slime Craft 7: 1d10 + 5 ⇒ (9) + 5 = 14
    Potion of Restoration Craft 9: 1d10 + 5 ⇒ (9) + 5 = 14
    Clockwork Servant Craft 8: 1d10 + 5 ⇒ (1) + 5 = 6
    Cogsnap resets their hand.

    [u]Summary[/u]
    Acquired: None
    Banished: Poison Spiked Pit Trap, Mercenary, Mongrel Traitor
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    START OF KESS TURN
    Elixir of HEaling: 1d4 + 1 ⇒ (1) + 1 = 2 Put Blast Stone into Recovery
    Elixir of HEaling: 1d4 + 1 ⇒ (4) + 1 = 5 Put Elixir into REcovery

    Cannot fail to recharge Craft 6 with d10+5

    "

    Cogsnap wrote:

    Hand: Bot Elements 2, Elixir of Love, Alchemist's Fire, Flaming Shortbow,

    Displayed: Queen Galfrey, Slick Leather,
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 1
    Mythic Charges: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Light Crossbow (Core), Anesthetizing SLime, Wolverine, Potion of Restoration, Bot Elements 1, Clockwork Spy, Acid Flask (Core), Bot Elements 3, Clockwork Servant (Core), Immolate (Core)
    Recharged: Blast Stone, Elixir of Healing,
    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.

    "


    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:
    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: 12, Kess/Gimry

    Random Cards:

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

    Spoiler:
    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:
    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:
    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_

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

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

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

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

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

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

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

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

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

    Spoiler:
    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:
    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.

    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:
    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.

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 17

    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 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 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 Sarenrae
    WotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 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 Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 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 Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 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 Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 12 Kess/Gimry:
    Spoiler:
    Hourglass Card 12 Kess/Gimry
    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 13 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 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 14 Seoni/TheChu:
    Spoiler:
    Hourglass Card 14 Seoni/TheChu
    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 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 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: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Kess/Gimry, None
    Defender's Heart Card 1:
    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 2:
    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 3:
    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 4:
    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: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Shardra/AbrahamZ., Seoni/TheChu, None
    Citadel Card 1:
    Mongrel Traitor
    WotR
    Henchman 1
    Type: Monster
    Traits:
    Mongrel
    Soldier
    To Defeat:
    Combat 0
    The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
    In undefeated, bury 1 random card from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Citadel Card 2:
    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 3:
    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 4:
    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 5:
    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
    Closed
    At This Location: Combat or Fire damage dealt to you is increased by 1d4.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Cogsnap/tcolmaster01, 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: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Cavern Card 1:
    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 2:
    Trapsmith Gloves
    WotR
    Item B
    Traits:
    Accessory
    Magic
    Basic
    To Acquire:
    Dexterity
    Disable 7
    Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
    Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.
    Cavern Card 3:
    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 4:
    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 5:
    Spectre
    WotR
    Monster 2
    Traits:
    Undead
    Incorporeal
    Elite
    To Defeat:
    Combat 11
    OR Wisdom
    Divine 7
    The Spectre is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Spectre is undefeated.
    If undefeated, move to a random location.
    This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask_
    Cavern Card 6:
    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 7:
    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 8:
    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 9:
    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
    At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
    When Closing: Summon and defeat the henchman Mongrel Traitor.
    When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 1 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: 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.


    ========================
    Kess starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: Defender's Heart
    Location Power:When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
    Adventure Powers:

  • The servitor demon is the henchman Blood Demon.
    Scenario Powers:
  • 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.

    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_

    BYA Damage: 1d4 - 1 ⇒ (4) - 1 = 3
    Recharge Magic Chainmail to prevent damage

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

    Roll Details:

    Combat(Melee) - 1d10+4
    Brawlers Might - 1d12
    Iron Knuckles - 1d4
    Mythic Marshall (Str) - 2

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

    Discard Quartz to explore again

    Mongrel Traitor:

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

    Random Monster - Crocodile (13)

    Combat 13: 1d10 + 4 + 1d12 + 1d4 + 2 ⇒ (6) + 4 + (4) + (1) + 2 = 17

    Roll Details:

    Combat(Melee) - 1d10+4
    Brawlers Might - 1d12
    Amulet of Mighty Fists - 1d4
    Mythic Marshall (Str) - 2

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

    Scribe:

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

    Diplomacy 9: 1d8 + 2 + 1d4 + 2 ⇒ (8) + 2 + (1) + 2 = 13

    Roll Details:

    Diplomacy - 1d8+2
    Iron Knuckles - 1d4
    Mythic Marshal (Cha) - 2

    Location Closed

    For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.

    Discard Amulet of Mighty fists when I reset

    Reveal Cloud Puff/Leshykineticist to increase handsize

    "

    Kess wrote:

    Hand: Eruataki Coat, Cloud Puff, Iron Knuckles, Councilor's Ring, Scribe, Leshykineticist, Blessing of the Green Faith,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Current Location: Defender's Heart
    Hero Points: 2
    NOTES:
    Available Support:
  • Blessing of the Green Faith - Recharges to Bless
    Other: Paizo reroll used for scenario 1-2A?: Y
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bat, Magic Shield, Magic Chain Mail, Blessing of Gozreh, White War Paint, Retainer, Gecks (Fire Gecko), Crocodile Skin Madu, Blessing of the Green Faith (2), Bo (Athlete)
    Recharged:
    Discard Pile: Quartz (Quartermaster), Amulet of Mighty Fists,
    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
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

    "

    End of Turn Summary
    Closed Defender's Heart
    Used Random Monster 1
    Acquired Random Ally 1
    For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.


  • Deck Handler

    It is the hour of Abraxas

    Free exploration

    Citadel Card 1 is Mongrel Traitor:

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

    Random Monster 2 is 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.

    Reveal Flame Staff
    Combat 12, binder's tome, mythic: 1d10 + 5 + 2 + 1d4 + 1d4 ⇒ (5) + 5 + 2 + (1) + (2) = 15
    Banished. Opt to NOT close the location.

    Discard Blessing of Abadar to explore

    Citadel Card 2 is 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.

    Str 6: 1d6 ⇒ 3

    Discard Chronicler to explore

    Citadel Card 3 is Recruit:

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

    Cha 3, mythic, binder's tome, defender's heart: 1d6 + 2 + 1d4 + 1 ⇒ (1) + 2 + (4) + 1 = 8

    Discard Recruit to explore

    Citadel Card 4 is 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.

    Cha 6, mythic, binder's tome, defender's heart: 1d6 + 2 + 1d4 + 1 ⇒ (2) + 2 + (4) + 1 = 9

    Discard Teamster to explore

    Citadel Card 5 is Commander's Field Plate:

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

    Ask Kess to recharge BotGF
    Cha 8, mythic, binder's tome: 2d6 + 2 + 1d4 ⇒ (6, 4) + 2 + (1) = 13

    Location is empty - attempt to close
    When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
    Reveal Flame Staff
    Combat 9+4=13, binder's tome, mythic: 1d10 + 5 + 2 + 1d4 + 1d4 ⇒ (9) + 5 + 2 + (4) + (2) = 22

    Citadel is closed.

    When Permanently Closed: On closing, end your turn.

    Location Power: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand. - add Apprentice and shuffle deck.

    Recovery Phase:

    Reset Hand, discarding Commander's Field Plate

    Turn Summary:
    * Closed Citadel
    * Used Kess' BotGF

    "

    Shardra wrote:

    Hand: Frigid Blast, Find Traps, Binder's Tome, Flame Staff, Apprentice, Kolo (WoTR),

    Displayed:
    Deck: 6 Discard: 8 Buried: 0
    Current Location: Citadel
    Hero Points: 2
    Tshirt Reroll: Available
    Mythic Charges: 2
    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

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

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

    Find Traps: +2 dice vs any barrier

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Abraxas, Holy Light, Blessing of the Spellbound, Armor of the Sands, Cure, Pyrotechnic Blast
    Recharged:
    Discard Pile: Blessing of Pharasma 1, Blessing of Pharasma 2, Fire Snake, Blessing of Abadar, Chronicler, Recruit, Teamster, Commander's Field Plate,
    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:
    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: 14, Seoni/TheChu

    Random Cards:

    Monsters
    Spoiler:
    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.

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

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

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

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

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

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

    Spoiler:
    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.

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

    Spoiler:
    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:
    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:
    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:
    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.

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

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

    Spoiler:
    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:
    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.

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

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

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

    Spoiler:
    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:
    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.

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

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

    Spoiler:
    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.

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

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

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

    Spoiler:
    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:
    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.

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

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

    Spoiler:
    Blessing of 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.

    Current Hour:

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

    Hours Remaining: 15

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 1 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 2 Kess/Gimry:
    Spoiler:
    Hourglass Card 2 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 3 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 3 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 4 Seoni/TheChu:
    Spoiler:
    Hourglass Card 4 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 5 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 5 Cogsnap/tcolmaster01
    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 Kess/Gimry:
    Spoiler:
    Hourglass Card 6 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 7 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 7 Shardra/AbrahamZ.
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Seoni/TheChu:
    Spoiler:
    Hourglass Card 8 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 9 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 9 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 10 Kess/Gimry:
    Spoiler:
    Hourglass Card 10 Kess/Gimry
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 11 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 12 Seoni/TheChu:
    Spoiler:
    Hourglass Card 12 Seoni/TheChu
    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 13 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 13 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 14 Kess/Gimry:
    Spoiler:
    Hourglass Card 14 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 15 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 15 Shardra/AbrahamZ.
    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
    Closed
    At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Kess/Gimry, None

    Location #3: Citadel
    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 #4: Torture Chamber
    Closed
    At This Location: Combat or Fire damage dealt to you is increased by 1d4.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Cogsnap/tcolmaster01, 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: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Cavern Card 1:
    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 2:
    Trapsmith Gloves
    WotR
    Item B
    Traits:
    Accessory
    Magic
    Basic
    To Acquire:
    Dexterity
    Disable 7
    Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
    Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.
    Cavern Card 3:
    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 4:
    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 5:
    Spectre
    WotR
    Monster 2
    Traits:
    Undead
    Incorporeal
    Elite
    To Defeat:
    Combat 11
    OR Wisdom
    Divine 7
    The Spectre is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Spectre is undefeated.
    If undefeated, move to a random location.
    This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask_
    Cavern Card 6:
    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 7:
    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 8:
    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 9:
    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
    At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
    When Closing: Summon and defeat the henchman Mongrel Traitor.
    When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 1 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: 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.


    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 Pulura
    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.
    Scenario Powers: 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.

    Seoni moves to the Cell and explores.

    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 this card to explore your location.

    Charisma 6: 1d12 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5

    Roll Details:

    Charisma: 1d12+2
    Miscellaneous: Mythic Charges: 1
    Miscellaneous: Defender's Heart OPC: 1

    Recharging Harrower to examine top three cards of my deck and rearrange them

    Discarding Academae student to explore again

    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.

    Constitution 6: 1d12 + 2 - 2 ⇒ (9) + 2 - 2 = 9

    Roll Details:

    Charisma: 1d12+2
    Gem of Mental Acuity (Charisma): -2

    Seoni wrote:

    Hand: Lightning Touch (Core), Fiery Glare (Core), Helm of the Valkyrie, Caravan Guard, The Foreign Trader, Blessing of Pharasma,

    Displayed: Magic Leather Armor (Core),
    Deck: 10 Discard: 1 Buried: 0
    Current Location: Cell
    Hero Points: 1
    Mythic Charges: 1
    NOTES:
    Available Support: Saving for myself - None
    * The Foreign Trader - Add 1 die to local non-Combat check and also add 1d8
    * Blessing of Pharasma - Add 1 die to any check, add 2 dice to any check where a spell was cast
    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: Good Omen (Core),
    Middle of Deck (Unknown Order): Blessing of Iomedae, Incanter (Issa), Card Caster (Lumin), Force Missile (Core), Blessing of the Gods, Wand of Acid Burst, Sleep (Core)
    Recharged: Harrower (Cyrus), Gem of Mental Acuity (Core),
    Discard Pile: Acadamae Student (Peri),
    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.

    End of Turn Summary:
    - Moved to Cell
    - Failed to acquire Card 1 of Citadel (Teamster)
    - Acquired Card 2 (Helm of the Valkyrie)
    - Discarded Academae Student
    - Recharged Harrower, Gem of Mental Acuity


    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: Mongrel Village
    Location Powers: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
    Explore: XX
    Before Exploring, Banish Queen Galfrey to examine top 5 cards in the location: Betrayal Demon, Villain, Holy Water Grenade, Researcher, Javelin

    Turn Paused to confir with group.


    Get the boons, do not shuffle.
    Explore: Betrayal Demon
    Alchemist's FIre
    Combat 16: 1d8 + 3d6 + 4 ⇒ (6) + (5, 4, 2) + 4 = 21
    AYA not applicable, no other character at location.

    Cogsnap ends their turn.

    Cogsnap attempts to recover all cards in their Recovery pile.
    Alchemist FIre Craft 7: 1d10 + 5 ⇒ (5) + 5 = 10
    Cogsnap resets their hand.

    [u]Summary[/u]
    Acquired: None
    Banished: Betrayal Demon
    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: Holy Water Grenade, Bot Elements 2, Elixir of Love, Javelin, Reasearcher, Flaming Shortbow,

    Displayed: Slick Leather,
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 1
    Mythic Charges: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bot Elements 1, Clockwork Servant (Core), Anesthetizing SLime, Clockwork Spy, Immolate (Core), Light Crossbow (Core), Wolverine, Bot Elements 3, Potion of Restoration, Acid Flask (Core)
    Recharged: Blast Stone, Elixir of Healing, Alchemist's Fire,
    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.

    "


    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:
    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: 16, Kess/Gimry

    Random Cards:

    Monsters
    Spoiler:
    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_

    Spoiler:
    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.

    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:
    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:
    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_

    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 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:
    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:
    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.

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

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

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

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

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

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

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

    Spoiler:
    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.

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

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

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

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

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

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

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

    Spoiler:
    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.

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

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

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

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

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

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

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

    Hours Remaining: 12

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 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 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 Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 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 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 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 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 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 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 Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 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 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: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/TheChu, None

    Cell Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    Demon Hunter's Handbook
    WotR
    Item B
    Traits:
    Book
    Veteran
    To Acquire:
    Intelligence
    Knowledge 9
    Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.
    Cell Card 6:
    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 7:
    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 8:
    Mongrel Traitor
    WotR
    Henchman 1
    Type: Monster
    Traits:
    Mongrel
    Soldier
    To Defeat:
    Combat 0
    The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
    In undefeated, bury 1 random card from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #2: Defender's Heart
    Closed
    At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Kess/Gimry, None

    Location #3: Citadel
    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: Torture Chamber
    Closed
    At This Location: Combat or Fire damage dealt to you is increased by 1d4.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    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: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Cavern Card 1:
    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 2:
    Trapsmith Gloves
    WotR
    Item B
    Traits:
    Accessory
    Magic
    Basic
    To Acquire:
    Dexterity
    Disable 7
    Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
    Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.
    Cavern Card 3:
    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 4:
    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 5:
    Spectre
    WotR
    Monster 2
    Traits:
    Undead
    Incorporeal
    Elite
    To Defeat:
    Combat 11
    OR Wisdom
    Divine 7
    The Spectre is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Spectre is undefeated.
    If undefeated, move to a random location.
    This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask_
    Cavern Card 6:
    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 7:
    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 8:
    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 9:
    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
    At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
    When Closing: Summon and defeat the henchman Mongrel Traitor.
    When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Cogsnap/tcolmaster01, None
    Mongrel Village Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    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 6:
    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.


    ========================
    Kess starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: Defender's Heart
    Location Power:When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
    Adventure Powers:

  • The servitor demon is the henchman Blood Demon.
    Scenario Powers:
  • 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.

    Move to the Cavern

    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.

    Fortitude 7: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5

    Roll Details:

    Fortitude - 1d8+1
    Eruataki Coat - 1

    Discard Scribe to explore again

    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.

    Auto Fail this

    "

    Kess wrote:

    Hand: Eruataki Coat, Crocodile Skin Madu, Cloud Puff, Iron Knuckles, Councilor's Ring, Leshykineticist, Blessing of the Green Faith,

    Displayed:
    Deck: 9 Discard: 3 Buried: 0
    Current Location: Cavern
    Hero Points: 2
    NOTES:
    Other: Paizo reroll used for scenario 1-2A?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): White War Paint, Bat, Magic Chain Mail, Magic Shield, Blessing of the Green Faith (2), Blessing of Gozreh, Retainer, Bo (Athlete), Gecks (Fire Gecko)
    Recharged:
    Discard Pile: Quartz (Quartermaster), Amulet of Mighty Fists, Scribe,
    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
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

    "

    End of Turn Summary
    Banished top 2 cards of the Cavern


  • Deck Handler

    It is the hour of Ascension

    Move to: Cell
    Location Power: Succeed at a Strength or Disable 7 check to move or be moved.

    Free exploration

    Cell Card 1 is Researcher:

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

    Knowledge 7, mythic, Kolo, Defender's Heart: 1d10 + 4 + 3 + 1 ⇒ (5) + 4 + 3 + 1 = 13

    Shardra power: examine top of the location - Minotaur Mercenary (Ally 2)

    End turn to leave the Minotaur Mercenary for Cogsnap to come acquire.

    Discard Kolo to get down to hand size

    "

    Shardra wrote:

    Hand: Frigid Blast, Find Traps, Binder's Tome, Flame Staff, Apprentice, Researcher,

    Displayed:
    Deck: 6 Discard: 9 Buried: 0
    Current Location: Cell
    Hero Points: 2
    Tshirt Reroll: Available
    Mythic Charges: 2
    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

    Find Traps: +2 dice vs any barrier

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Spellbound, Blessing of Abraxas, Holy Light, Pyrotechnic Blast, Cure, Armor of the Sands
    Recharged:
    Discard Pile: Blessing of Pharasma 1, Blessing of Pharasma 2, Fire Snake, Blessing of Abadar, Chronicler, Recruit, Teamster, Commander's Field Plate, Kolo (WoTR),
    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.

    "


    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: Cell
    Location Power: Succeed at a Strength or Disable 7 check to move or be moved.
    Scenario Powers: 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.

    Attempting to move to Cavern

    Strength 7: 1d6 + 1d6 + 1d8 ⇒ (5) + (3) + (7) = 15

    Roll Details:

    Strength: 1d6
    Bless (The Foreign Trader): 1d6
    The Foreign Trader (Intelligence die): 1d8

    Exploring the Cavern

    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.

    Auto-failing that, discarding Caravan Guard to explore again

    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.

    Auto-failing that, too.

    Seoni wrote:

    Hand: Lightning Touch (Core), Fiery Glare (Core), Good Omen (Core), Helm of the Valkyrie, Blessing of Iomedae, Blessing of Pharasma,

    Displayed: Magic Leather Armor (Core),
    Deck: 8 Discard: 3 Buried: 0
    Current Location: Cavern
    Hero Points: 1
    Mythic Charges: 1
    NOTES:
    Available Support: Saving for myself - None
    * Good Omen - Add 1d6+# to any check to acquire, close, or guard
    * Blessing of Pharasma - Add 1 die to any check, add 2 dice to any check where a spell was cast
    * 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): Force Missile (Core), Blessing of the Gods, Wand of Acid Burst, Incanter (Issa), Sleep (Core), Card Caster (Lumin)
    Recharged: Harrower (Cyrus), Gem of Mental Acuity (Core),
    Discard Pile: Acadamae Student (Peri), The Foreign Trader, Caravan Guard,
    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.

    End of Turn Summary:
    - Moved to Cavern
    - Failed to acquire Card 1, 2 of Cavern (Ghoul Hide, Trapsmith Gloves)
    - Discarded The Foreign Trader, Caravan Guard


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

    Fixing turn from after my movement
    ========================
    Seoni starts her turn.
    Hour: Blessing of Iomedae
    Hour Power:No effect.
    Location: Cell
    Location Power: Succeed at a Strength or Disable 7 check to move or be moved.
    Scenario Powers: 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.

    Attempting to move to Cavern

    [color=green]Strength 7: 1d6 + 1d6 + 1d8 ⇒ (5) + (3) + (7) = 15[/color]

    Roll Details:

    Constitution: 1d6
    Bless (The Foreign Trader): 1d6
    The Foreign Trader (Intelligence die): 1d8

    Exploring the Cavern

    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 undefeated based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

    Random Ally to display: Riding Horse

    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 13 (9+2+2): 1d12 + 2 + 2 + 2d4 ⇒ (7) + 2 + 2 + (2, 1) = 14

    Roll Details:

    Arcane: 1d12+2+2
    Fiery Glare: 2d4

    Kess must face a Corrupted Soldier
    Drawing Riding Horse to my hand for now, assuming Kess is successful

    Seoni wrote:

    Hand: Lightning Touch (Core), Good Omen (Core), Helm of the Valkyrie, Riding Horse, Caravan Guard, Blessing of Pharasma,

    Displayed: Magic Leather Armor (Core),
    Deck: 10 Discard: 2 Buried: 0
    Current Location: Cavern
    Hero Points: 1
    Mythic Charges: 1
    NOTES:
    Available Support: Saving for myself - None
    * Good Omen - Add 1d6+# to any check to acquire, close, or guard
    * Blessing of Pharasma - Add 1 die to any check, add 2 dice to any check where a spell was cast
    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: Blessing of Iomedae,
    Middle of Deck (Unknown Order): Blessing of the Gods, Incanter (Issa), Wand of Acid Burst, Force Missile (Core), Sleep (Core), Card Caster (Lumin)
    Recharged: Harrower (Cyrus), Gem of Mental Acuity (Core), Fiery Glare (Core),
    Discard Pile: Acadamae Student (Peri), The Foreign Trader,
    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.

    End of Turn Summary:
    - Moved to Cavern
    - Defeated Card 3 of the Cavern (Corrupted Crusaders)
    - Discarded The Foreign Trader
    - Recharged Fiery Glare


    OFF-TURN ACTIONS:
    Encounter Corrupted Solider on Seoni's turn

    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 13(9+2+2): 1d10 + 4 + 1d12 + 1d4 ⇒ (6) + 4 + (5) + (1) = 16

    Roll Details:

    Combat(Melee) - 1d10+4
    Brawlers Might - 1d12
    Iron Knuckles - 1d4


    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: Cell
    Location Powers: Succeed at a Strength or Disable 7 check to move or be moved.
    Explore: Minotaur Mercenary
    -Banish Javelin to acquire
    --Discard the Minotaur to explore
    Cold Iron Longsword - Autofail this STR 7 check
    Discard Researcher to explore -> Giant Cockroach
    BYA not applicable
    Flaming Shortbow
    Combat 8: 1d8 + 4 + 1d6 + 1d4 ⇒ (1) + 4 + (4) + (1) = 10
    Defeated
    Recharge Holy Water Grenade for Cogsnap Goodie ->Nahyndrian Elixer

    Cogsnap ends their turn.

    Cogsnap attempts to recover all cards in their Recovery pile.

    Cogsnap resets their hand.

    [u]Summary[/u]
    Acquired: Giant Cockroach
    Banished: Minotaur Mercenary, Nahyndrian Elixer
    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: Nahyndrian Elixer, Bot Elements 2, Elixir of Love, Wolverine, Clockwork Servant (Core), Flaming Shortbow,

    Displayed: Slick Leather,
    Deck: 13 Discard: 2 Buried: 1
    Hero Points: 1
    Mythic Charges: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Light Crossbow (Core), Bot Elements 1, Bot Elements 3, Clockwork Spy, Acid Flask (Core), Anesthetizing SLime, Potion of Restoration, Immolate (Core)
    Recharged: Blast Stone, Elixir of Healing, Alchemist's Fire, Holy Water Grenade,
    Discard Pile: Minotaur Mercenary, Reasearcher,
    Buried Pile: Javelin,

    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.

    "


    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 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: 20, Kess/Gimry

    Random Cards:

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

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

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

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

    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_

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    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:
    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.

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

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

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

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

    Spoiler:
    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.

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

    Spoiler:
    Fortune-Teller
    WotR
    Ally 1
    Traits:
    Human
    Oracle
    To Acquire:
    Charisma
    Diplomacy 11
    At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
    Discard this card to explore your location.

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 8

    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 Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 3 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 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 4 Kess/Gimry:
    Spoiler:
    Hourglass Card 4 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 5 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 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 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 Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Kess/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.

    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: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Shardra/AbrahamZ., Cogsnap/tcolmaster01, None

    Cell Card 1:
    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 2:
    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 3:
    Constrictor Snake
    WotR
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    If the check to defeat has the Cold trait, add 1d6.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
    Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
    Cell Card 4:
    Mongrel Traitor
    WotR
    Henchman 1
    Type: Monster
    Traits:
    Mongrel
    Soldier
    To Defeat:
    Combat 0
    The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
    In undefeated, bury 1 random card from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #2: Defender's Heart
    Closed
    At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: Citadel
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Torture Chamber
    Closed
    At This Location: Combat or Fire damage dealt to you is increased by 1d4.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    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: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Kess/Gimry, Seoni/TheChu, None

    Cavern Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    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 6:
    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
    At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
    When Closing: Summon and defeat the henchman Mongrel Traitor.
    When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Mongrel Village Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    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 6:
    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.


    ========================
    Kess starts her turn.
    Hour: Blessing of Shelyn
    Hour Power:No effect.
    Location: Cavern
    Location Power:If you move or are moved from this location, move to a random other location.
    Adventure Powers:

  • The servitor demon is the henchman Blood Demon.
    Scenario Powers:
  • 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.

    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.

    Recharge Eruataki Coat for the BYA damage
    Seoni takes 1 Ranged Combat damage

    Random Monster 1 - Giant Fly - Combat 9

    Combat 10(9+1): 1d10 + 4 + 1d12 + 1d4 ⇒ (6) + 4 + (7) + (2) = 19

    Roll Details:

    Combat(Melee) - 1d10+4
    Brawlers Might - 1d12
    Iron Knuckles - 1d4

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

    Strength 7(5+2): 1d10 + 1 + 1d10 ⇒ (4) + 1 + (9) = 14

    Roll Details:

    Strength - 1d10+1
    Blessed - 1d10

    Discard my Green Faith to bless

    Random Location (Me): 1d2 ⇒ 1
    Move to Cell

    Random Location (Seoni): 1d2 ⇒ 2
    Move to Mongrel Village

    "

    Kess wrote:

    Hand: Crocodile Skin Madu, Cloud Puff, Iron Knuckles, Councilor's Ring, Leshykineticist, Bo (Athlete), Blessing of Gozreh,

    Displayed:
    Deck: 9 Discard: 3 Buried: 0
    Current Location: Cell
    Hero Points: 2
    NOTES:
    Other: Paizo reroll used for scenario 1-2A?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magic Chain Mail, Gecks (Fire Gecko), Magic Shield, Bat, Scribe, Eruataki Coat, Blessing of the Green Faith (2), Retainer, White War Paint
    Recharged:
    Discard Pile: Quartz (Quartermaster), Amulet of Mighty Fists, 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
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

    "

    End of Turn Summary
    Closed Caverns
    Used Random Monster 1
    Seoni takes 1 Ranged Combat damage
    Seoni moves to Mongrel Village


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

    Off-turn update
    Recharging Helm of the Valkyrie to take care of the Ranged Combat damage

    Seoni wrote:

    Hand: Lightning Touch (Core), Good Omen (Core), Riding Horse, Caravan Guard, Blessing of Pharasma,

    Displayed: Magic Leather Armor (Core),
    Deck: 11 Discard: 2 Buried: 0
    Current Location: Mongrel Village
    Hero Points: 1
    Mythic Charges: 1
    NOTES:
    Available Support: Saving for myself - None
    * Good Omen - Add 1d6+# to any check to acquire, close, or guard
    * Blessing of Pharasma - Add 1 die to any check, add 2 dice to any check where a spell was cast
    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: Blessing of Iomedae,
    Middle of Deck (Unknown Order): Force Missile (Core), Blessing of the Gods, Wand of Acid Burst, Incanter (Issa), Sleep (Core), Card Caster (Lumin)
    Recharged: Harrower (Cyrus), Gem of Mental Acuity (Core), Fiery Glare (Core), Helm of the Valkyrie,
    Discard Pile: Acadamae Student (Peri), The Foreign Trader,
    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.


    Deck Handler

    It is the hour of Ascension

    Location Power: Succeed at a Strength or Disable 7 check to move or be moved.

    Free exploration

    Cell Card 1 is 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.

    Knowledge 9, mythic: 1d10 + 4 + 2 ⇒ (5) + 4 + 2 = 11

    Shardra power: When you succeed at a Knowledge check, you may examine the top card of your location deck: Explosive Runes

    Discard Apprentice to explore

    Cell Card 2 is 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.

    Send Find Traps to Recovery
    Recharge Researcher
    Int 8+2=10: 1d6 + 2d6 + 1d6 ⇒ (4) + (4, 4) + (1) = 13

    Recovery Phase:
    Recharge Find Traps? Divine 8, mythic: 1d10 + 5 + 2 ⇒ (7) + 5 + 2 = 14

    Reset Hand

    Turn Summary:
    * Banished Cell cards 1 & 2

    "

    Shardra wrote:

    Hand: Frigid Blast, Pyrotechnic Blast, Binder's Tome, Flame Staff, Demon Hunter's Handbook, Blessing of Abraxas,

    Displayed:
    Deck: 6 Discard: 10 Buried: 0
    Current Location: Cell
    Hero Points: 2
    Tshirt Reroll: Available
    Mythic Charges: 2
    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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Holy Light, Blessing of the Spellbound, Cure, Armor of the Sands
    Recharged: Researcher, Find Traps,
    Discard Pile: Blessing of Pharasma 1, Blessing of Pharasma 2, Fire Snake, Blessing of Abadar, Chronicler, Recruit, Teamster, Commander's Field Plate, Kolo (WoTR), Apprentice,
    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.

    "


    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 Abraxas
    Hour Power:No effect.
    Location: Mongrel Village
    Location Power: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
    Scenario Powers: 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.

    Seoni explores the Mongrel Village.

    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.

    Electing not to recharge my hand
    Mental Damage: 1d4 - 1 ⇒ (2) - 1 = 1
    Discarding Riding Horse as 1 Mental damage

    Pausing turn to see if people want to recharge their hands

    Seoni wrote:

    Hand: Lightning Touch (Core), Good Omen (Core), Caravan Guard, Blessing of Pharasma,

    Displayed: Magic Leather Armor (Core),
    Deck: 11 Discard: 3 Buried: 0
    Current Location: Mongrel Village
    Hero Points: 1
    Mythic Charges: 1
    NOTES:
    Available Support: Saving for myself - None
    * Good Omen - Add 1d6+# to any check to acquire, close, or guard
    * Blessing of Pharasma - Add 1 die to any check, add 2 dice to any check where a spell was cast
    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: Blessing of Iomedae,
    Middle of Deck (Unknown Order): Force Missile (Core), Sleep (Core), Wand of Acid Burst, Card Caster (Lumin), Incanter (Issa), Blessing of the Gods
    Recharged: Harrower (Cyrus), Gem of Mental Acuity (Core), Fiery Glare (Core), Helm of the Valkyrie,
    Discard Pile: Acadamae Student (Peri), The Foreign Trader, Riding Horse,
    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

    Damage: 1d4 - 1 ⇒ (2) - 1 = 1
    --Discard Elixir of Love for Damage

    Bury Clockwork Servant to Guard

    "

    Cogsnap wrote:

    Hand: Nahyndrian Elixer, Bot Elements 2, Wolverine, Flaming Shortbow,

    Displayed: Slick Leather,
    Deck: 13 Discard: 3 Buried: 2
    Hero Points: 1
    Mythic Charges: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Potion of Restoration, Acid Flask (Core), Clockwork Spy, Bot Elements 1, Immolate (Core), Anesthetizing SLime, Light Crossbow (Core), Bot Elements 3
    Recharged: Blast Stone, Elixir of Healing, Alchemist's Fire, Holy Water Grenade,
    Discard Pile: Minotaur Mercenary, Reasearcher, Elixir of Love,
    Buried Pile: Javelin, Clockwork Servant (Core),

    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

    Shardra can't afford to take dmg on the chance that we might not win now, so I'll recharge my hand and then draw 6 cards.

    "

    Shardra wrote:

    Hand: Cure, Holy Light, Find Traps, Armor of the Sands, Researcher, Blessing of the Spellbound,

    Displayed:
    Deck: 6 Discard: 10 Buried: 0
    Current Location: Cell
    Hero Points: 2
    Tshirt Reroll: Available
    Mythic Charges: 2
    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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Flame Staff, Binder's Tome, Pyrotechnic Blast, Frigid Blast, Blessing of Abraxas, Demon Hunter's Handbook,
    Discard Pile: Blessing of Pharasma 1, Blessing of Pharasma 2, Fire Snake, Blessing of Abadar, Chronicler, Recruit, Teamster, Commander's Field Plate, Kolo (WoTR), Apprentice,
    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.

    "


    Recharge and reset
    Does put me in a bit of a pickle on my turn because I have too many cards now

    "

    Kess wrote:

    Hand: Magic Chain Mail, Eruataki Coat, Magic Shield, White War Paint, Retainer, Gecks (Fire Gecko), Blessing of the Green Faith (2),

    Displayed:
    Deck: 9 Discard: 3 Buried: 0
    Current Location: Cell
    Hero Points: 2
    NOTES:
    Other: Paizo reroll used for scenario 1-2A?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bat, Scribe
    Recharged: Crocodile Skin Madu, Iron Knuckles, Councilor's Ring, Leshykineticist, Bo (Athlete), Blessing of Gozreh, Cloud Puff,
    Discard Pile: Quartz (Quartermaster), Amulet of Mighty Fists, 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
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

    "


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

    Continuing encounter

    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.

    Ask Cogsnap for his Flaming Shortbow

    Combat Random Monster 2: Combat 10: 1d12 + 2 + 2 + 2d4 + 1d8 ⇒ (1) + 2 + 2 + (4, 1) + (8) = 18

    Roll Details:

    Arcane: 1d12+2+2
    Lightning Touch: 2d4
    Miscellaneous: Flaming Shortbow: 1d8

    Using Seoni's Discard power (Good Omen) to draw Lightning Touch from discard or recovery pile

    Combat Random Monster 3: Combat 12: 1d12 + 2 + 2 + 2d4 + 2d12 ⇒ (8) + 2 + 2 + (2, 3) + (11, 12) = 40

    Roll Details:

    Arcane: 1d12+2+2
    Lightning Touch: 2d4
    Double Bless (Blessing of Pharasma): 2d12

    We win!


    Deck Handler

    Nice!


    Development
    Development:
    Gangrel Fiendsplicer shall splice fiends no more! You’vebeaten the demon mongrels back to their holes, and Gundrun is once again a free city—for the nonce, anyway. The de facto leader of the community, Clanleige Martolls Clefthorn, has pledged his small battalion of barbarian warriors to your efforts. “If this Herald is but half of what you describe,” he says, “then he is far more than we have ever seen on Gundrun’s cobblestones.”
    You can assure him that his warriors shall return heroes in the war against the Abyss. Henceforth, the Battle of Raliscrad shall be known as the turning point in the tumultuous history of the Worldwound.

    your army is taking shape! As the sun sets, you and your fellow crusaders can rest. On the morrow, there shall be war!
    REWARD
    For the rest of the Adventure Path, when setting up each scenario, character may temporarily replace an item in her deck with the loot Banner of Valor. At the end of each scenario, return the loot to the game box.

    Bat (Ally B)
    Researcher (Ally B)
    Recruit (Ally B)
    Caravan Guard (Ally B)
    Riding Horse (Ally B)
    Teamster (Ally B)
    Researcher (Ally B)
    Minotaur Mercenary (Ally 2)
    Wolverine (Ally 1)
    Scribe (Ally 2)
    Helm of the Valkyrie (Armor 1)
    Commander's Field Plate (Armor 2)
    Demon Hunter's Handbook (Item B)
    Holy Water Grenade (Item B)
    Potion of Restoration (Item 1)
    Nahyndrian Elixer (Item 2)
    Javelin (Weapon B)


    1-2B: MERRILY WE ROLL ALONG
    From Gundrun they come, their armored feet marching upon the despoiled ground of the Worldwound. From the shores of Lake Bonomora and the hamlets along the Silverscale River… from scattered enclaves on the edge of the Shudderwood, not far from the werewolf bayings at Moonscream Glade. This is an army, my friends, and it is about to reclaim its home.

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

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

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

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


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

    Nurah Dendiwhar:

    Cohort
    Traits: Halfling Bard Mendevian
    To Acquire: 0
    Recharge this card to add 1d4+1 to any check by a character at your location, then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card. Recharge this card to explore your location. During this exploration, add 1d4+1 to your first check. Then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card.

    Knights of Kenabres:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    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 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 Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 5 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 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 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 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 13 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 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 14 Seoni/TheChu:
    Spoiler:
    Hourglass Card 14 Seoni/TheChu
    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 15 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 15 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 16 Kess/Gimry:
    Spoiler:
    Hourglass Card 16 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 17 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 17 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 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 Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 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 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 24 Kess/Gimry:
    Spoiler:
    Hourglass Card 24 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 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 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 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 Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 29 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 29 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 30 Seoni/TheChu:
    Spoiler:
    Hourglass Card 30 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.

    Location #1: Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #2: Cemetery
    At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Draw a card and bury a card.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #3: Manor House
    At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
    When Closing: Summon and acquire a random ally.
    When Permanently Closed: No effect.
    M: 0 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #4: Family Tomb
    At This Location: When a character dies, all characters at this location die.
    When Closing: Summon and defeat the henchman Wight.
    When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #5: Wounded Lands
    Abyssal
    At This Location: When you encounter a bane, you may not play allies on your checks.
    When Closing: Succeed at a Wisdom or Survival 8 check.
    When Permanently Closed: On closing, bury a boon.
    M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #6: Collapsing Bridge
    At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
    When Closing: You are dealt 4 Combat damage.
    When Permanently Closed: Before closing, add the boons in this location to your hand.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 1
    Located/Displayed Here: None


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

    Starting Location: Cemetary

    "

    Cogsnap wrote:

    Hand: Slick Leather, Bot Elements 3, Elixir of Healing, Blast Stone, Anesthetizing SLime, Light Crossbow (Core),

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 1
    Mythic Charges: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Elixir of Love, Bot Elements 2, Clockwork Spy, Immolate (Core), Acid Flask (Core), Alchemist's Fire, Bot Elements 1, Clockwork Servant (Core), Flaming Shortbow, Elixir of Focus
    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.

    "


    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 Manor House.

    Seoni wrote:

    Hand: Good Omen (Core), Fiery Glare (Core), Harrower (Cyrus), Acadamae Student (Peri), Incanter (Issa), Blessing of Iomedae,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Manor House
    Hero Points: 1
    Mythic Charges: 2
    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
    * 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): Sleep (Core), Magic Leather Armor (Core), Force Missile (Core), Gem of Mental Acuity (Core), Blessing of Pharasma, Wand of Acid Burst, The Foreign Trader, Lightning Touch (Core), Fortune-teller (Janni), 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.


    Deck Handler

    Starting location: Manor House

    "

    Shardra wrote:

    Hand: Find Traps, Cure, Flame Staff, Chronicler, Blessing of Pharasma 2, Blessing of the Spellbound,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Manor House
    Hero Points: 2
    Tshirt Reroll: Available
    Mythic Charges: 2
    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

    Cure: available for local healing

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Pharasma 1, Fire Snake, Holy Light, Frigid Blast, Blessing of Abadar, Blessing of Abraxas, Kolo (WoTR), Binder's Tome, Pyrotechnic Blast, Apprentice, Shield Cloak
    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.

    "


    Deck Handler

    Updated hand with my own cohort and the scenario cohort.

    "

    Shardra wrote:

    Hand: Find Traps, Cure, Flame Staff, Chronicler, Blessing of Pharasma 2, Blessing of the Spellbound, Kolo (WoTR), Nurah Dendiwhar,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Manor House
    Hero Points: 2
    Tshirt Reroll: Available
    Mythic Charges: 2
    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

    Cure: available for local healing

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

    Nurah: Recharge for +1d4+1 for any local check

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Holy Light, Apprentice, Frigid Blast, Binder's Tome, Blessing of Abadar, Blessing of Abraxas, Fire Snake, Blessing of Pharasma 1, Pyrotechnic Blast, Shield Cloak
    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.

    "


    I'll start at the Canyon and try to get that cleared out before too many people get here

    "

    Kess wrote:

    Hand: Eruataki Coat, White War Paint, Gecks (Fire Gecko), Blessing of the Green Faith (2),

    Displayed: Magic Chain Mail,
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Canyon
    Hero Points: 2
    NOTES:
    Other: Paizo reroll used for scenario 1-2B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Iron Knuckles, Crocodile Skin Madu, Blessing of the Green Faith, Thylacine, Blessing of Gozreh, Councilor's Ring, Leshykineticist, Cloud Puff, Amulet of Mighty Fists, Bo (Athlete), Quartz (Quartermaster)
    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
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

    "


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

    Nurah Dendiwhar:

    Cohort
    Traits: Halfling Bard Mendevian
    To Acquire: 0
    Recharge this card to add 1d4+1 to any check by a character at your location, then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card. Recharge this card to explore your location. During this exploration, add 1d4+1 to your first check. Then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card.

    Knights of Kenabres:

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

    Cogsnap Goodies:

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

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

    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.

    Scenario Level (#): 2

    Turn: 1, Shardra/AbrahamZ.

    Random Cards:

    Monsters
    Spoiler:
    Mad Knight
    WotR
    Monster 1
    Traits:
    Human
    Cavalier
    Veteran
    To Defeat:
    Combat 13
    The difficult of the check to defeat is increased by the scenario's adventure deck number.
    Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
    If defeated, draw a random blessing that has the Corrupted trait from the box.

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

    Spoiler:
    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_

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    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:
    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.

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

    Spoiler:
    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:
    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.

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

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

    Spoiler:
    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.

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

    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.

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

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

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

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

    Current Hour:

    Blessing of 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: 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 Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 3 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 Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Seoni/TheChu:
    Spoiler:
    Hourglass Card 5 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 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 Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 8 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 9 Seoni/TheChu:
    Spoiler:
    Hourglass Card 9 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 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 Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 12 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 12 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 13 Seoni/TheChu:
    Spoiler:
    Hourglass Card 13 Seoni/TheChu
    Blessing of Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 14 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 15 Kess/Gimry:
    Spoiler:
    Hourglass Card 15 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 16 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 16 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 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 Abadar
    WotR
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Kess/Gimry:
    Spoiler:
    Hourglass Card 19 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 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 Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 22 Cogsnap/tcolmaster01
    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 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 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 26 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 26 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 27 Kess/Gimry:
    Spoiler:
    Hourglass Card 27 Kess/Gimry
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 28 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 28 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 29 Seoni/TheChu:
    Spoiler:
    Hourglass Card 29 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.

    Location #1: Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Kess/Gimry, None

    Canyon Card 1:
    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.
    Canyon Card 2:
    Giant Fly
    WotR
    Monster B
    Traits:
    Vermin
    Elite
    To Defeat:
    Combat 9
    If undefeated, bury a random card from your discard pile.
    After you act, shuffle this card into a random other open location.
    You're going to need a bigger flyswatter_
    Canyon Card 3:
    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.
    Canyon Card 4:
    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.
    Canyon Card 5:
    Undead Company
    WotR
    Henchman 2
    Type: Barrier
    Traits:
    Army
    Skirmish
    Undead
    Ghoul
    To Defeat:
    Combat
    Combat
    Divine 16
    OR Melee
    Stealth
    Fortitude 12
    The Undead Company is immune to the Mental and Poison traits.
    Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
    If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
    If defeated, you may immediately close the location this henchman came from.
    Canyon 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.
    Canyon 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.
    Canyon Card 8:
    Baleful Shadows
    WotR
    Barrier B
    Traits:
    Obstacle
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Stealth 11
    If undefeated, a character at your location summons and encounters the henchman Wight.
    Canyon Card 9:
    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.
    Canyon Card 10:
    Telekinesis Trap
    WotR
    Barrier 2
    Traits:
    Trap
    Arcane
    Magic
    To Defeat:
    ArcaneDivine 14
    OR Disable 11
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
    While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

    Location #2: Cemetery
    At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Draw a card and bury a card.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Cogsnap/tcolmaster01, None
    Cemetery Card 1:
    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.
    Cemetery Card 2:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Cemetery Card 3:
    Mandragora
    WotR
    Monster 1
    Traits:
    Plant
    To Defeat:
    Combat 11
    The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
    If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
    Mandragoras are mandrake roots that fed on corpses_
    Cemetery Card 4:
    Ghalcor
    WotR
    Henchman B
    Type: Monster
    Traits:
    Undead
    Incorporeal
    Wraith
    Cleric
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 10
    Ghalcor is immune to the Mental and Poison traits. If the check to defeat doesn not have the Magic trait, Ghalcor is undefeated.
    When you attempt a check to defeat Chalcor, after you attempt the roll, roll 1d6. On a 1 or 2, start the check over. Cards played on the previous check do not affect the new check.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Cemetery Card 5:
    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.
    Cemetery Card 6:
    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_
    Cemetery Card 7:
    Stalking Armor
    WotR
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 2.
    Reveal this card to add 2 to your Stealth or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    Cemetery Card 8:
    Cold Iron Longsword
    WotR
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Elite
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    Cemetery Card 9:
    Blood of Eustoyriax
    WotR
    Barrier 2
    Traits:
    Temptation
    Demon
    Corrupted
    To Defeat:
    None 0
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
    Cemetery Card 10:
    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.

    Location #3: Manor House
    At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
    When Closing: Summon and acquire a random ally.
    When Permanently Closed: No effect.
    M: 0 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Shardra/AbrahamZ., Seoni/TheChu, None
    Manor House Card 1:
    Horn of Assured Victory
    WotR
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
    Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.
    Manor House Card 2:
    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.
    Manor House Card 3:
    Undead Company
    WotR
    Henchman 2
    Type: Barrier
    Traits:
    Army
    Skirmish
    Undead
    Ghoul
    To Defeat:
    Combat
    Combat
    Divine 16
    OR Melee
    Stealth
    Fortitude 12
    The Undead Company is immune to the Mental and Poison traits.
    Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
    If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
    If defeated, you may immediately close the location this henchman came from.
    Manor House Card 4:
    Unholy Aspergillum +3
    WotR
    Weapon 2
    Traits:
    Mace
    Melee
    Bludgeoning
    Magic
    Corrupted
    Elite
    To Acquire:
    Strength
    Melee 9
    If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
    Manor House Card 5:
    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.
    Manor House Card 6:
    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.
    Manor House 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.
    Manor House Card 8:
    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.
    Manor House Card 9:
    Bolas
    WotR
    Weapon B
    Traits:
    Chain
    Ranged
    Bludgeoning
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
    Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.
    Manor House Card 10:
    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.

    Location #4: Family Tomb
    At This Location: When a character dies, all characters at this location die.
    When Closing: Summon and defeat the henchman Wight.
    When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Family Tomb Card 1:
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Family Tomb Card 2:
    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.
    Family Tomb Card 3:
    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_
    Family Tomb Card 4:
    Poison Spiked Pit Trap
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Family Tomb 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.
    Family Tomb Card 6:
    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.
    Family Tomb Card 7:
    Demonic Fly
    WotR
    Monster 1
    Traits:
    Vermin
    Demon
    To Defeat:
    Combat 13
    The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
    If defeated, each character at your location is dealt 1 Acid damage.
    If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
    Family Tomb Card 8:
    Blight Druid
    None
    Villain 2
    Type: Monster
    Traits:
    Druid
    Undead
    To Defeat:
    Combat 20
    OR Divine 15
    The Blight Druid is immune to the Fire, Mental, and Poison traits. If the check to defeat has the Bludgeoning trait, add 1d8.
    When you encounter this card, locations that have the Abyssal trait cannot be temporarily closed.
    Before you act, each character at this location is dealt 1d4 Poison damage then buries a card from his discard pile.
    Family Tomb Card 9:
    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.
    Family Tomb Card 10:
    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.

    Location #5: Wounded Lands
    Abyssal
    At This Location: When you encounter a bane, you may not play allies on your checks.
    When Closing: Succeed at a Wisdom or Survival 8 check.
    When Permanently Closed: On closing, bury a boon.
    M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Wounded Lands Card 1:
    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.
    Wounded Lands Card 2:
    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.
    Wounded Lands Card 3:
    Undead Company
    WotR
    Henchman 2
    Type: Barrier
    Traits:
    Army
    Skirmish
    Undead
    Ghoul
    To Defeat:
    Combat
    Combat
    Divine 16
    OR Melee
    Stealth
    Fortitude 12
    The Undead Company is immune to the Mental and Poison traits.
    Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
    If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
    If defeated, you may immediately close the location this henchman came from.
    Wounded Lands Card 4:
    Magic Padded Armor
    WotR
    Armor B
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 4
    Discard this card to reduce Combat damage dealt to you before or after you act by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Wounded Lands Card 5:
    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_
    Wounded Lands Card 6:
    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.
    Wounded Lands Card 7:
    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.
    Wounded Lands Card 8:
    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.
    Wounded Lands Card 9:
    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_
    Wounded Lands Card 10:
    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.

    Location #6: Collapsing Bridge
    At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
    When Closing: You are dealt 4 Combat damage.
    When Permanently Closed: Before closing, add the boons in this location to your hand.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 1
    Located/Displayed Here: None
    Collapsing Bridge Card 1:
    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.
    Collapsing Bridge Card 2:
    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_
    Collapsing Bridge 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.
    Collapsing Bridge 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.
    Collapsing Bridge Card 5:
    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.
    Collapsing Bridge Card 6:
    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_
    Collapsing Bridge Card 7:
    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.
    Collapsing Bridge Card 8:
    Undead Company
    WotR
    Henchman 2
    Type: Barrier
    Traits:
    Army
    Skirmish
    Undead
    Ghoul
    To Defeat:
    Combat
    Combat
    Divine 16
    OR Melee
    Stealth
    Fortitude 12
    The Undead Company is immune to the Mental and Poison traits.
    Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
    If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
    If defeated, you may immediately close the location this henchman came from.
    Collapsing Bridge Card 9:
    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.
    Collapsing Bridge Card 10:
    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.

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