Seoni - The Chu |
Seoni starts at the Befouled Altar.
Hand: Lightning Bolt (Core), Lightning Touch (Core), Gem of Mental Acuity (Core), Incanter (Issa), Blessing of the Gods, The Foreign Trader, Count Jeggare,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Befouled Altar
Hero Points: 3
Mythic Charges: 4
NOTES:
Available Support: Saving for myself - Blessing of Ascension (to temp close Abyssal Rift)
* 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
* Count Jeggare - Add 1d6 to a local Arcane, Knowledge, or Perception check, or any global check to recharge
Movement: Move me to the Abyssal Rift if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Blessing of Iomedae, Frost Ray, Wand of Enervation (Core), Wand of Acid Burst, Magic Leather Armor (Core), Life Drain (Core), Good Omen (Core), Vampiric Touch, Acadamae Student (Peri), Korvosan House Drake (Lockheed), Fortune-teller (Janni), Blessing of Pharasma
Recharged:
Discard Pile:
Buried Pile:
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:
- For your power feat, you may check any 1 of the traits below. That trait applies in any power that uses the word ""mastered.""
☐ Acid ☐ Cold ☑ Electricity ☐ Fire
- 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.
- ☑ Add 4 to your check that has a mastered trait.
- 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.
- Knights of Kenabres: 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 Command: Charisma
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
Shardra Z. |
Starting location: Befouled Altar
"
Hand: Aqueous Orb, Fly, Ice Strike (Core), Blessing of Abadar, Blessing of Pharasma 1, Blessing of Pharasma 2, Kolo (WoTR),
Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Befouled Altar
Hero Points: 7
Tshirt Reroll: Available
Mythic Charges: 4
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
Fly: examine top card of 2 locations; then a local character can move
Middle of Deck (Unknown Order): Flame Staff, Apprentice, Chronicler, Fire Snake, Shield Cloak, Blessing of Nethys, Holy Light, Crystal Ball, Sphere of Fire, Blessing of Abraxas, Major Cure, Pyrotechnic Blast
Recharged:
Discard Pile:
Buried Pile:
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 ☐ 7
Proficiencies:
Light Armors | ☐ Heavy Armors
POWERS (Role: Visionary):
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 ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier (☐ or close a location), you may use your Knowledge skill instead of the listed skill. (☐ Characters gain this power while at your location.)
☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.
Mythic Hierophant: Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
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.
Knight of Kenabres: 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 Spirit: Wisdom
Righteous Medal of Vigor: Constitution
Righteous Medal: Charisma
Kess - Gimry |
"
Hand: Cloud Puff, Leshykineticist, Blessing of the Green Faith (2), Blessing of the Green Faith,
Displayed: Magic Chain Mail, White War Paint,
Deck: 12 Discard: 0 Buried: 0
Current Location: Befouled Altar
Hero Points: 2
Spent: 0
NOTES:
Other: Paizo reroll used for scenario 1-3D?: N
Middle of Deck (Unknown Order): Sedja, Councilor's Ring, Thylacine, Big Eyes (Wolf), Iron Knuckles, Blessing of Gozreh, Eruataki Coat, Verdant Rager, Gecks (Fire Gecko), Smith, Crocodile Skin Madu, Topaz of Strength
Recharged:
Discard Pile:
Buried Pile:
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 (☑ or acquire an ally or a blessing), you may heal a card
☑ When you bless a local Combat or Charisma check, add 1d12 instead of the normal die
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.
Knights of Kenabres:
☑ Righteous Medal of Valor: Strength
☑ Righteous Medal of Command: Charisma
☑ Righteous Medal of Vigor: Constitution
TColMaster Cogsnap |
Starting Location: Abyssal Rift
"
Hand: Acid Flask (Core), The Carnival, Potion of Focus, Blast Stone, Bot Elements 3, Clockwork Servant (Core) 2, Elixir of Focus,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 3
Mythic Charges: 4
Middle of Deck (Unknown Order): Venomous Hand Crossbow, Elixir of Healing, Anesthetizing SLime, Clockwork Servant (Core), Acidic Bolas, Lightning Bolt (Core), Elixir of Love, Blessing of Nethys (Core), Alchemist's Fire, Slick Leather
Recharged:
Discard Pile:
Buried Pile:
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: 3
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. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([ ] or your check against an Automaton, Construct, or Trap Card), add 1d6
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. ([X] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [ ] or any barrier] you may recharge a card to add 1d6 and ignore its immunities.
☐ On (☐ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (☐ or any items); for each item discarded, add 1d6 and the item's traits to the check.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
TColMaster |
During This Adventure: The servitor demon is the henchman Vulture Demon.
In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
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 setting out location decks, add a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Valid Locations: Abyssal River, Befouled Alter, Grinder, Harvester's Pit, Locust Shrine, Molten Pool, Qlippoth Runestone, Sanctum, Wounded Lands (1d9)
When you permanently close a location, banish its location deck, display the location card next to the scenario card, and move all characters at that location to the Abyssal Rift. If the number of location cards displayed is less than the number of characters plus 1, summon and build a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Treat the henchman Shamira as the villain. When Shamira is defeated, put a marker on the scenario card, then shuffle Shamira into a location other than the Abyssal Rift. You win the scenario only when the number of markers exceeds the number of characters.
At the start of your turn, draw 1d4 cards.
At the end of your turn, after you reset your hand, recharge 1d4 cards.
Scenario Level (#): 3
Turn: 0, Cogsnap/tcolmaster01
Monsters
WotR
Monster 3
Traits:
Aberration
Sorcerer
To Defeat:
Combat 21
OR Knowledge 15
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_
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.
WotR
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
If undefeated, each character at your location is dealt 1d4-1 Combat damage and does not reset her hand.
As this ponderous golem inexorably advances, you'll only hear the sound of grinding stone_
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_
WotR
Monster 3
Traits:
Outsider
Demon
Vermin
To Defeat:
Combat 23
The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
If undefeated, discard the top card of your deck.
Barriers
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.
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.
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.
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.
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
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.
WotR
Weapon 4
Traits:
Scizore
Shield
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and you are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
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.
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.
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.
Spells
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.
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.
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.
WotR
Spell B
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.
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.
Armors
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
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.
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.
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Reveal this card to add 2 and the Piercing trait to your Melee combat or Diplomacy check.
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.
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Recharge this card to ignore a non-villain monster's power that happens before you act.
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.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait 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
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.
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.
WotR
Item 4
Traits:
Book
Magic
Corrupted
Mythic
To Acquire:
Arcane
Craft
Divine
Knowledge 12
Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.
After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card insted of burying it.
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.
WotR
Item 4
Traits:
Book
Magic
To Acquire:
Strength
Dexterity
Constitution 13
Remove this card from the game to gain a Strength, Dexterity, or Constitution skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.
Allies
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.
WotR
Ally 1
Traits:
Mongrel
Guard
Veteran
To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.
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.
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.
WotR
Ally B
Traits:
Human
Hireling
To Acquire:
Craft 6
OR Charisma
Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.
Blessings
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.
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.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 30
[b]Hourglass
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Location #1: Abyssal Rift
Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Cogsnap/tcolmaster01, None
Location #2: Befouled Altar
Abyssal
At This Location: If you fail a check to defeat a monster, discard a card from the blessings deck.
When Closing: Summon and defeat the henchman Cultist of Baphomet.
When Permanently Closed: On closing, bury a blessing from your discard pile.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: Kess/Gimry, Shardra/AbrahamZ., Seoni/TheChu, None
TColMaster |
During This Adventure: The servitor demon is the henchman Vulture Demon.
In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
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 setting out location decks, add a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Valid Locations: Abyssal River, Befouled Alter, Grinder, Harvester's Pit, Locust Shrine, Molten Pool, Qlippoth Runestone, Sanctum, Wounded Lands (1d9)
When you permanently close a location, banish its location deck, display the location card next to the scenario card, and move all characters at that location to the Abyssal Rift. If the number of location cards displayed is less than the number of characters plus 1, summon and build a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Treat the henchman Shamira as the villain. When Shamira is defeated, put a marker on the scenario card, then shuffle Shamira into a location other than the Abyssal Rift. You win the scenario only when the number of markers exceeds the number of characters.
At the start of your turn, draw 1d4 cards.
At the end of your turn, after you reset your hand, recharge 1d4 cards.
Scenario Level (#): 3
Turn: 1, Kess/Gimry
Monsters
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
WotR
Monster 3
Traits:
Undead
To Defeat:
Combat 19
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.
This lost soul's fragmented memories evoke sorrow, longing, and a vengeful hatred for all living things_
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.
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_
WotR
Monster 3
Traits:
Aberration
Sorcerer
To Defeat:
Combat 21
OR Knowledge 15
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_
Barriers
WotR
Barrier 4
Traits:
Temptation
Abyssal
To Defeat:
None 0
Display this barrier next to a location; the barrier is defeated.
While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.
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.
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.
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.
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.
Weapons
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.
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.
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.
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.
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
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
WotR
Spell 4
Traits:
Magic
Arcane
Divine
Mythic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Discard this card to allow a character at your location to use a power on your mythic path card.
Discard this card and expend a mythic charge to use a power on another character's mythic path card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 14 or Divine 16 check to recharge this card instead of discarding it.
WotR
Spell 3
Traits:
Magic
Arcane
Divine
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.
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.
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
Armors
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.
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.
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.
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.
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
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.
WotR
Item 4
Traits:
Instrument
Magic
Mythic
To Acquire:
Charisma
Divine 12
Recharge this card to add 1d4 and the Electricity trait to any combat check by a character at your location; ignore a bane's immunity to the Electricity trait for that check.
Discard this card at the end of a turn and expend a mythic charge to allow any number of other characters to move.
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.
WotR
Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
WotR
Item 4
Traits:
Accessory
Magic
Attack
Veteran
To Acquire:
Charisma
Divine 13
For your combat check, bury this card to roll a number of d8s equal to the scenario's adventure deck number and add the scenario's adventure deck number. If the check is to defeat a bane that has the Undead trait, roll d12s instead.
After playing this card, succeed at a Divine 15 check to recharge this card instead of burying it.
Allies
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.
WotR
Ally 1
Traits:
Mongrel
Guard
Veteran
To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.
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.
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.
WotR
Ally 3
Traits:
Outsider
Devil
Temptation
To Acquire:
Intelligence
Charisma
Arcane 7
During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.
Blessings
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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:
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hours Remaining: 29
Hourglass
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.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Location #1: Abyssal Rift
Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Cogsnap/tcolmaster01, None
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.
WotR
Monster 3
Traits:
Undead
Swarm
Incorporeal
To Defeat:
Combat 20
OR Wisdom
Divine 17
The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.
Lost souls coalesce_ Eyes twitch_ Mouths scream_
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.
WotR
Henchman 4
Type: Monster
Traits:
Outsider
Demon
Fire
Mythic
To Defeat:
Combat 40
OR Charisma
Diplomacy 16
Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.
"It's not my job to deal with intruders_ It's my job to discourage the existence of intruders_" -- Shamira
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.
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.
WotR
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
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.
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.
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.
Location #2: Befouled Altar
Abyssal
At This Location: If you fail a check to defeat a monster, discard a card from the blessings deck.
When Closing: Summon and defeat the henchman Cultist of Baphomet.
When Permanently Closed: On closing, bury a blessing from your discard pile.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: Kess/Gimry, Shardra/AbrahamZ., Seoni/TheChu, None
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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.
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_
WotR
Henchman 4
Type: Monster
Traits:
Outsider
To Defeat:
Combat 27
The Harvester is immune to the Poison trait. If the check to defeat has the Electricity trait, add 1d8.
Damage dealt by the Harvester is dealt to each character at your location.
Before you act, each character at another location must succeed at a Strength 12 check or move to your location.
When a demon lord needs to guard a defiled angel, he usually chooses something decidedly not angelic_
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
WotR
Ally 3
Traits:
Human
Hireling
To Acquire:
Intelligence
Craft 8
THEN Charisma
Diplomacy 9
Display this card to ignore the Corrupted trait on a card until the end of your turn, then recharge this card.
Discard this card to explore your location.
WotR
Spell 4
Traits:
Magic
Divine
Attack
Fire
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
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.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Spell 1
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 6
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.
Kess - Gimry |
========================
Kess starts her turn.
Hour: Blessing of Ascension
Hour Power:No effect.
Location: Befouled Altar
Location Power:If you fail a check to defeat a monster, discard a card from the blessings deck.
Adventure Powers:
Scenario Powers:
SoT Draw: 1d4 ⇒ 2
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Charisma 7: 1d8 + 2 + 3 ⇒ (4) + 2 + 3 = 9
Charisma - 1d8+2
Mythic Marshal (Cha) - 3
Discard Thylacine to explore again
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.
Acrobatics 11: 1d20 + 1 + 1d6 + 1d6 ⇒ (17) + 1 + (6) + (1) = 25
Acrobatics - 1d20 (1d6+1)
Double Blessed - 1d6+1d6
Use Mythic Charge
Use Shadra's Abadar to double bless
Defeating Trap gives explore
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_
Combat 14: 1d10 + 5 + 1d12 + 2 + 1d12 ⇒ (2) + 5 + (5) + 2 + (8) = 22
Combat(Melee) - 1d10+5
Brawlers Might - 1d12
Mythic Marshall (Str) - 2
Blessed - 1d12
Discard Starsong to bless
Because I was successfull and spent a Mythic Charge a local character (Seoni or Shardra) gets a charge
Defeating a monster lets me heal a card
Kess is healed for 1: (Blessing of the Starsong). Deck shuffled.
End Of Turn Recharge: 1d4 ⇒ 1
Recharge Leshykineticist
"
Hand: Cloud Puff, Big Eyes (Wolf), Gecks (Fire Gecko), Blessing of the Green Faith (2), Blessing of the Green Faith,
Displayed: Magic Chain Mail, White War Paint,
Deck: 11 Discard: 1 Buried: 0
Current Location: Befouled Altar
Hero Points: 2
Spent: 0
NOTES:
Available Support: When I bless local Combat/Charisma checks add 1d12 instead of normal die.
Other: Paizo reroll used for scenario 1-3D?: N
Middle of Deck (Unknown Order): Eruataki Coat, Blessing of Gozreh, Crocodile Skin Madu, Topaz of Strength, Iron Knuckles, Councilor's Ring, Blessing of the Starsong, Smith, Sedja, Verdant Rager
Recharged: Leshykineticist,
Discard Pile:
Buried Pile:
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 (☑ or acquire an ally or a blessing), you may heal a card
☑ When you bless a local Combat or Charisma check, add 1d12 instead of the normal die
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.
Knights of Kenabres:
☑ Righteous Medal of Valor: Strength
☑ Righteous Medal of Command: Charisma
☑ Righteous Medal of Vigor: Constitution
End of Turn Summary
Acquired Card 1 of Befouled Altar
Banished Cards 2 and 3
Used Shardra Blessing of Abadar
Either Shardra or Seoni get a Mythic Charge
Shardra Z. |
Off turn: discard Abadar for Kess. Receive mythic charge (now have 5) from Kess.
It is the hour of Shelyn
Scenario Power: At the start of your turn, draw 1d4 cards.
Draw how many cards?: 1d4 ⇒ 2 Fire Snake & Blessing of Nethys
Location Power: If you fail a check to defeat a monster, discard a card from the blessings deck.
Free exploration
WotR
Henchman 4
Type: Monster
Traits:
Outsider
To Defeat:
Combat 27
The Harvester is immune to the Poison trait. If the check to defeat has the Electricity trait, add 1d8.
Damage dealt by the Harvester is dealt to each character at your location.
Before you act, each character at another location must succeed at a Strength 12 check or move to your location.
When a demon lord needs to guard a defiled angel, he usually chooses something decidedly not angelic_
BYA Cogsnap has to make a Str 12 check or be moved to Befouled Altar.
Send Ice Strike to Recovery
Ask Kess to Recharge BotGF 2 to add 1d12
Combat 27, mythic: 1d10 + 1d12 + 7 + 5 + 3d6 ⇒ (6) + (3) + 7 + 5 + (2, 6, 1) = 30
Banished but does not appear to have a close this location power?
Discard Blessing of Nethys to examine top 2 of the location and reorder as: Redeemer Blacksmith and then Horned Demon; then explore.
WotR
Ally 3
Traits:
Human
Hireling
To Acquire:
Intelligence
Craft 8
THEN Charisma
Diplomacy 9
Display this card to ignore the Corrupted trait on a card until the end of your turn, then recharge this card.
Discard this card to explore your location.
Send Fire Snake to Recovery to use Divine for the first check
Divine 8, mythic: 1d10 + 7 + 5 ⇒ (6) + 7 + 5 = 18
Spend 1 mythic charge (now have 4)
Cha 9, mythic: 1d20 + 5 ⇒ (19) + 5 = 24
Acquired & (mythic power) heal 1 card - Blessing of Nethys
Discard Blacksmith to explore
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
BYA Wis 12, mythic: 1d10 + 4 + 4 ⇒ (9) + 4 + 4 = 17
Display Aqueous Orb
Discard Blessing of Pharasma 2 to double bless
Combat 26, mythic: 3d10 + 7 + 4 + 1d6 ⇒ (8, 7, 1) + 7 + 4 + (2) = 29
Discard Blessing of Pharasma 1 to explore
WotR
Spell 4
Traits:
Magic
Divine
Attack
Fire
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Divine 12, mythic: 1d10 + 7 + 4 ⇒ (7) + 7 + 4 = 18
Send Fly to Recovery to examine the top cards of Befouled Altar - Blessing of Deskari & Rift - Blessing of Abadar. Don't move but someone else can if they wish.
Recovery Phase (sending Aqueous Orb to recovery):
Recharge Ice Strike? Divine 14, mythic: 1d10 + 7 + 4 ⇒ (6) + 7 + 4 = 17
Recharge Fire Snake? Divine 8, mythic: 1d10 + 7 + 4 ⇒ (6) + 7 + 4 = 17
Recharge Fly? Divine 10, mythic: 1d10 + 7 + 4 ⇒ (5) + 7 + 4 = 16
Recharge Orb? Divine 11, mythic: 1d10 + 7 + 4 ⇒ (6) + 7 + 4 = 17
Reset Hand
Scenario Power: At the end of your turn, after you reset your hand, recharge 1d4 cards.
Recharge how many cards?: 1d4 ⇒ 2 - recharge Kolo & Divine Blaze
Turn Summary:
* Cogsnap has to make Str 12 check or be moved
* Top cards of both locations are known
"
Hand: Major Cure, Flame Staff, Cleric of Nethys, Blessing of Nethys,
Displayed:
Deck: 13 Discard: 4 Buried: 0
Current Location: Befouled Altar
Hero Points: 7
Tshirt Reroll: Available
Mythic Charges: 4
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 locationMajor Cure: available for local healing
Middle of Deck (Unknown Order): Holy Light, Sphere of Fire, Pyrotechnic Blast, Chronicler, Blessing of Abraxas, Shield Cloak, Crystal Ball
Recharged: Ice Strike (Core), Fire Snake, Fly, Aqueous Orb, Kolo (WoTR), Divine Blaze,
Discard Pile:
Buried Pile:
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 ☐ 7
Proficiencies:
Light Armors | ☐ Heavy Armors
POWERS (Role: Visionary):
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 ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier (☐ or close a location), you may use your Knowledge skill instead of the listed skill. (☐ Characters gain this power while at your location.)
☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.
Mythic Hierophant: Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
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.
Knight of Kenabres: 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 Spirit: Wisdom
Righteous Medal of Vigor: Constitution
Righteous Medal: Charisma
Seoni - The Chu |
========================
Seoni starts her turn.
Hour: Blessing of Shax
Hour Power:No effect.
Location: Befouled Altar
Location Power: If you fail a check to defeat a monster, discard a card from the blessings deck.
Scenario Powers: At the start of your turn, draw 1d4 cards.
At the end of your turn, after you reset your hand, recharge 1d4 cards.
SoT Drawing Cards: 1d4 ⇒ 2
Seoni moves to the Abyssal Rift and explores.
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Dexterity 6: 1d4 + 1d6 + 4 ⇒ (1) + (3) + 4 = 8
Dexterity: 1d4
Good Omen: 1d6+4
Discarding Academae Student to explore again
Monster 3
Traits:
Undead
Swarm
Incorporeal
To Defeat:
Combat 20
OR Wisdom
Divine 17
The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.
Lost souls coalesce_ Eyes twitch_ Mouths scream_
Combat 20: 1d12 + 4 + 2 + 4 + 1d6 + 2d4 + 4 ⇒ (9) + 4 + 2 + 4 + (5) + (1, 4) + 4 = 33
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 4
Miscellaneous: Count Jeggare: 1d6
Lightning Touch: 2d4
Elemental Mastery Power: 4
Discarding Blessing of the Gods to explore again
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.
Discarding Gem of Mental Acuity for BYA Acid damage
Random Monster 1's difficulty: 28!
Combat 28: 1d12 + 4 + 2 + 4 + 1d6 + 3d6 + 4 ⇒ (4) + 4 + 2 + 4 + (4) + (1, 2, 5) + 4 = 30
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 4
Miscellaneous: Count Jeggare: 1d6
Lightning Bolt: 3d6
Elemental Mastery Power: 4
Lightning Bolt ignores AYA power
Seoni attempts to recover all cards in her Recovery pile.
Good Omen (Core): Arcane 8: 1d12 + 4 + 4 ⇒ (11) + 4 + 4 = 19 -> Good Omen (Core) recharged.
EoT Recharging Cards: 1d4 ⇒ 2 = The Foreign Trader, Incanter
Hand: Blessing of Abadar, Count Jeggare,
Displayed:
Deck: 14 Discard: 4 Buried: 0
Current Location: Befouled Altar
Hero Points: 3
Mythic Charges: 4
NOTES:
Available Support: Saving for myself - None
* Blessing of Abadar - Add 1 die to any check, add 2 dice to any check to defeat a barrier
* Count Jeggare - Add 1d6 to a local Arcane, Knowledge, or Perception check, or any global check to recharge
Movement: Move me to the Abyssal Rift if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Blessing of Pharasma, Blessing of Iomedae, Magic Leather Armor (Core), Frost Ray, Wand of Acid Burst, Korvosan House Drake (Lockheed), Fortune-teller (Janni), Vampiric Touch, Life Drain (Core), Wand of Enervation (Core)
Recharged: Lightning Touch (Core), Good Omen (Core), The Foreign Trader, Incanter (Issa),
Discard Pile:
Buried Pile:
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:
- For your power feat, you may check any 1 of the traits below. That trait applies in any power that uses the word ""mastered.""
☐ Acid ☐ Cold ☑ Electricity ☐ Fire
- 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.
- ☑ Add 4 to your check that has a mastered trait.
- 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.
- Knights of Kenabres: 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 Command: Charisma
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
End of Turn Summary:
- Moved to Abyssal Rift
- Acquired Card 1 of Abyssal Rift (Blessing of Abadar)
- Defeated Cards 2,3 (Drocha Swarm, Mongrel Wizard)
- Banished Random Monster 1
- Location is fipped to d12/closed side
- Discarded Academae Student, Blessing of the Gods, Gem of Mental Acuity, Lightning Bolt
- Recharged Lightning Touch, Good Omen, The Foreign Trader, Incanter
TColMaster Cogsnap |
Out of Turn Updates: None
Turn - Hour: Blessing of Shax
Hour Rules: None
SOT: Draw: 1d4 ⇒ 3 Lightning Bolt, Clockwork Servant, Slick Leather Display Slick Leather
Give Card: None
Move: Abyssal Rift
Location Powers: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
Explore: Shamira
Potion of Focus, Blessing of Elements 3
Charisma 16: 1d6 + 1d12 + 1d10 + 7 ⇒ (1) + (7) + (4) + 7 = 19
-> Scenario Power, Shamira flees to other location
Recharge Blast Stone for Cogsnap Goodie -> Potion of Restoration
Put Clockwork Servant into Recovery to explore
Good Omen Cannot fail Arcane 6 with +6 to the check
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Potion of Focus Craft 10: 1d10 + 7 ⇒ (4) + 7 = 11
Cannot fail to recharge Clockwork Servant
Cogsnap resets their hand.
Recharge: 1d4 ⇒ 2 Potion of Restoration, Good Omen
[u]Summary[/u]
Acquired: Potion of Restoration,Good Omen
Banished: Shamira
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"
Hand: Acid Flask (Core), The Carnival, Clockwork Servant (Core), Lightning Bolt (Core), Elixir of Focus,
Displayed: Slick Leather,
Deck: 13 Discard: 1 Buried: 0
Hero Points: 3
Mythic Charges: 4
Middle of Deck (Unknown Order): Blessing of Nethys (Core), Alchemist's Fire, Venomous Hand Crossbow, Elixir of Healing, Elixir of Love, Acidic Bolas, Anesthetizing SLime
Recharged: Blast Stone, Potion of Focus, Clockwork Servant (Core) 2, Potion of Restoration, Good Omen,
Discard Pile:
Buried Pile:
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: 3
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. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([ ] or your check against an Automaton, Construct, or Trap Card), add 1d6
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. ([X] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [ ] or any barrier] you may recharge a card to add 1d6 and ignore its immunities.
☐ On (☐ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (☐ or any items); for each item discarded, add 1d6 and the item's traits to the check.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
TColMaster |
During This Adventure: The servitor demon is the henchman Vulture Demon.
In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
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 setting out location decks, add a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Valid Locations: Abyssal River, Befouled Alter, Grinder, Harvester's Pit, Locust Shrine, Molten Pool, Qlippoth Runestone, Sanctum, Wounded Lands (1d9)
When you permanently close a location, banish its location deck, display the location card next to the scenario card, and move all characters at that location to the Abyssal Rift. If the number of location cards displayed is less than the number of characters plus 1, summon and build a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Treat the henchman Shamira as the villain. When Shamira is defeated, put a marker on the scenario card, then shuffle Shamira into a location other than the Abyssal Rift. You win the scenario only when the number of markers exceeds the number of characters.
At the start of your turn, draw 1d4 cards.
At the end of your turn, after you reset your hand, recharge 1d4 cards.
Shamira Tokens (Need 5): 1
Scenario Level (#): 3
Turn: 5, Kess/Gimry
Monsters
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.
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_
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.
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.
WotR
Monster 3
Traits:
Outsider
To Defeat:
Combat 21
Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_
Barriers
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.
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.
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.
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.
WotR
Barrier B
Traits:
Task
Cache
To Defeat:
None 0
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Weapons
WotR
Weapon 3
Traits:
Spear
Ranged
Piercing
Magic
Mythic
Veteran
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.
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.
WotR
Weapon 3
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.
WotR
Weapon 3
Traits:
Spear
Ranged
Piercing
Magic
Mythic
Veteran
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.
WotR
Weapon 4
Traits:
Bow
Ranged
Piercing
Magic
Corrupted
To Acquire:
Dexterity
Ranged 11
If this card has the Corrupted trait, discard the top card of your deck or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+4. If you fail this check, you may discard this card to reroll the dice, adding another 1d8; take the new result.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location.
Spells
WotR
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 12
Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
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.
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.
WotR
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Cold
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
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 14 check to recharge this card instead of discarding it.
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
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire 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.
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Reveal this card to add 2 and the Piercing trait to your Melee combat or Diplomacy check.
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.
WotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you 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.
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
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.
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
WotR
Item 4
Traits:
Instrument
Magic
Mythic
To Acquire:
Charisma
Divine 12
Recharge this card to add 1d4 and the Electricity trait to any combat check by a character at your location; ignore a bane's immunity to the Electricity trait for that check.
Discard this card at the end of a turn and expend a mythic charge to allow any number of other characters to move.
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.
WotR
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Melee 11
If this is your first combat check of the turn, reveal this card to add 1d8 to your Strength or Melee check. After playing this card, if proficient with light armors, you may recharge this card and draw a card.
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.
WotR
Item 2
Traits:
Object
To Acquire:
Charisma
Diplomacy 9
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
Allies
WotR
Ally 3
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.
WotR
Ally 1
Traits:
Mongrel
Elite
To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.
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.
WotR
Ally 4
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.
WotR
Ally B
Traits:
Gnome
Bard
To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Blessings
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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:
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: 25
Hourglass
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.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Location #1: Abyssal Rift
Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Seoni/TheChu, Cogsnap/tcolmaster01, None
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.
WotR
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
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.
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.
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.
Location #2: Befouled Altar
Abyssal
At This Location: If you fail a check to defeat a monster, discard a card from the blessings deck.
When Closing: Summon and defeat the henchman Cultist of Baphomet.
When Permanently Closed: On closing, bury a blessing from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Kess/Gimry, Shardra/AbrahamZ., None
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.
WotR
Henchman 4
Type: Monster
Traits:
Outsider
Demon
Fire
Mythic
To Defeat:
Combat 40
OR Charisma
Diplomacy 16
Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.
"It's not my job to deal with intruders_ It's my job to discourage the existence of intruders_" -- Shamira
WotR
Spell 1
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 6
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Kess - Gimry |
========================
Kess starts her turn.
Hour: Blessing of Ascension
Hour Power:No effect.
Location: Befouled Altar
Location Power:If you fail a check to defeat a monster, discard a card from the blessings deck.
Adventure Powers:
Scenario Powers:
SoT Draw: 1d4 ⇒ 1
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.
Auto Fail this
Discard Big Eyes to explore again
WotR
Henchman 4
Type: Monster
Traits:
Outsider
Demon
Fire
Mythic
To Defeat:
Combat 40
OR Charisma
Diplomacy 16
Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.
"It's not my job to deal with intruders_ It's my job to discourage the existence of intruders_" -- Shamira
Diplomacy 16: 1d8 + 3 + 1d4 + 1 + 1d8 + 3 ⇒ (2) + 3 + (3) + 1 + (6) + 3 = 18
Diplomacy - 1d8+3
Brawlers Aid - 1d4+1
Blessed - 1d8
Mythic Marshal (Cha) - 3
Recharge Smith for Brawlers Aid
Defeating a monster lets me heal a card
Kess is healed for 1: (Big Eyes (Wolf)). Deck shuffled.
Location is closed and Shardra and I move to the Rift and a new location gets built.
Reveal Leshykineticist to increase handsize
EoT Recharge: 1d4 ⇒ 3
"
Hand: Topaz of Strength, Cloud Puff, Gecks (Fire Gecko), Blessing of the Green Faith (2),
Displayed: Magic Chain Mail, White War Paint,
Deck: 11 Discard: 2 Buried: 0
Current Location: Abyssal Rift
Hero Points: 2
Spent: 0
NOTES:
Available Support: When I bless local Combat/Charisma checks add 1d12 instead of normal die.
Other: Paizo reroll used for scenario 1-3E?: N
Middle of Deck (Unknown Order): Blessing of Gozreh, Eruataki Coat, Councilor's Ring, Blessing of the Starsong, Verdant Rager, Crocodile Skin Madu, Smith, Iron Knuckles, Big Eyes (Wolf)
Recharged: Leshykineticist, Sedja,
Discard Pile:
Buried Pile:
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 (☑ or acquire an ally or a blessing), you may heal a card
☑ When you bless a local Combat or Charisma check, add 1d12 instead of the normal die
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.
Knights of Kenabres:
☑ Righteous Medal of Valor: Strength
☑ Righteous Medal of Command: Charisma
☑ Righteous Medal of Vigor: Constitution
End of Turn Summary
Defeated Shamira, so Befouled Altar is closed
TColMaster |
During This Adventure: The servitor demon is the henchman Vulture Demon.
In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
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 setting out location decks, add a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Valid Locations: Abyssal River, Grinder, Harvester's Pit, Locust Shrine, Molten Pool, Qlippoth Runestone, Sanctum, Wounded Lands (1d8)
Displayed: Befouled Alter
When you permanently close a location, banish its location deck, display the location card next to the scenario card, and move all characters at that location to the Abyssal Rift. If the number of location cards displayed is less than the number of characters plus 1, summon and build a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Treat the henchman Shamira as the villain. When Shamira is defeated, put a marker on the scenario card, then shuffle Shamira into a location other than the Abyssal Rift. You win the scenario only when the number of markers exceeds the number of characters.
At the start of your turn, draw 1d4 cards.
At the end of your turn, after you reset your hand, recharge 1d4 cards.
Shamira Tokens (Need 5): 1
Scenario Level (#): 3
Turn: 6, Shardra/AbrahamZ.
Monsters
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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_
WotR
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
WotR
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
WotR
Monster 3
Traits:
Outsider
Demon
Vermin
To Defeat:
Combat 23
The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
If undefeated, discard the top card of your deck.
WotR
Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.
Barriers
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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.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. 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; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.
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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.
WotR
Barrier B
Traits:
Task
Cache
To Defeat:
None 0
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Weapons
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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.
WotR
Weapon 4
Traits:
Pick
Melee
Piercing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.
WotR
Weapon 4
Traits:
Hammer
Melee
Bludgeoning
Magic
Corrupted
Mythic
To Acquire:
Strength
Melee 16
If this card has the Corrupted trait, the difficulty of checks using this weapon against a bane that has the Demon trait increases by 5.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally expend a mythic charge to add another 2d6 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4.
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.
WotR
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. Add another 1d8 if the bane has the Demon trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Spells
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Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card. While displayed, reduce Combat damage dealt to you by 1d4; add 1d6 and the Poison trait to combat checks by characters at your location. At the end of your turn, you may move. Then if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
WotR
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 12
Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
WotR
Spell 4
Traits:
Magic
Arcane
Divine
Mythic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Discard this card to allow a character at your location to use a power on your mythic path card.
Discard this card and expend a mythic charge to use a power on another character's mythic path card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 14 or Divine 16 check to recharge this card instead of discarding it.
WotR
Spell 4
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 12
Display this card next to any character card. While displayed, that character may recharge a card at the end of her turn to move; you may discard this card to add 1d8 to any combat check at that character's location.
When you would discard this card for its power, if you do not have the Arcane skill, banish it instead; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discaring it.
WotR
Spell 3
Traits:
Magic
Arcane
Divine
Attack
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 10
When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Armors
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Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait 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.
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.
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.
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.
WotR
Armor 2
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 7
If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
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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.
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.
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.
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.
WotR
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic
To Acquire:
Dexterity
Ranged 12
If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.
Allies
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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.
WotR
Ally 4
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.
WotR
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 9
Discard this card to give any number of cards to another character.
Discard this card to explore your location.
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.
WotR
Ally 1
Traits:
Human
Fighter
To Acquire:
Charisma
Diplomacy 7
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.
Blessings
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.
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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.
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.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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:
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.
Hours Remaining: 24
Hourglass
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
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.
Blessing of Ascension
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Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Location #1: Abyssal Rift
Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Kess/Gimry, Shardra/AbrahamZ., Seoni/TheChu, Cogsnap/tcolmaster01, None
WotR
Henchman 4
Type: Monster
Traits:
Outsider
Demon
Fire
Mythic
To Defeat:
Combat 40
OR Charisma
Diplomacy 16
Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.
"It's not my job to deal with intruders_ It's my job to discourage the existence of intruders_" -- Shamira
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.
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Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
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.
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.
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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.
Location #2: Harvester's Pit
Abyssal
At This Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
M: 4 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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Item 4
Traits:
Accessory
Magic
To Acquire:
Wisdom
Survival 12
OR Constitution
Fortitude 10
Recharge this card to automatically succeed at a check to move, or to ignore an effect that would move you.
After you shuffle a location deck, reveal this card to examine its top card.
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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.
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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.
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_
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.
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Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
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Weapon 4
Traits:
Scizore
Shield
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and you are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
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Spell 2
Traits:
Magic
Arcane
Divine
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
Shardra Z. |
Off turn: moved to Rift when Altar was closed.
It is the hour of Sarenrae
Scenario Power: At the start of your turn, draw 1d4 cards.
Draw how many cards?: 1d4 ⇒ 3 Crystal Ball, Chronicler, Pyrotechnic Blast
Move to: Harvester's Pit
Location Power: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Free exploration
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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.
Autofail BYA Str 9 check - location is shuffled
Discard Crystal Ball to examine top 3 cards of shuffled location, reorder as: leave in the same order, then explore
Harvester's Pit: 1d9 ⇒ 1 Good Omen
Harvester's Pit: 1d9 ⇒ 3 Pitborn Scoundrel
Harvester's Pit: 1d9 ⇒ 4 Scythe
Again autofail the BYA Str 9 check - again location is shuffled.
Discard Cleric of Nethys to examine top 2 cards of shuffled location - reorder as: Scizore +3, Scoundrel, then explore
Harvester's Pit: 1d9 ⇒ 3 Pitborn Scoundrel
Harvester's Pit: 1d9 ⇒ 8 Scizore +3
Again autofail the BYA Str 9 check - again location is shuffled.
Send Major Cure to Recovery to heal self
Healing: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
discard Blessing of Nethys to examine top 2 cards of shuffled location, reorder as: Incubus, Scythe, then explore
Harvester's Pit: 1d9 ⇒ 4 Scythe
Harvester's Pit: 1d9 ⇒ 6 Incubus
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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.
BYA - there is no "another" character at the location, so the BYA is n/a
Knowledge 11, mythic: 1d10 + 6 + 4 ⇒ (8) + 6 + 4 = 18
Shardra power: When you succeed at a Knowledge check, you may examine the top two cards of your location deck - top card is Scythe.
Harvester's Pit: 1d9 ⇒ 1 Good Omen
Send Pyrotechnic Blast to Recovery
Combat 15, mythic: 1d10 + 7 + 4 + 5 + 2d4 ⇒ (6) + 7 + 4 + 5 + (1, 4) = 27 Banished
Discard Chronicler to explore (just to shuffle the location again for Seoni's benefit). Encounter Scythe, which is again evaded due to the location power
Recovery Phase:
Recharge Major Cure? Divine 10, mythic: 1d10 + 7 + 4 ⇒ (2) + 7 + 4 = 13
Recharge Pyrotechnic Blast? Divine 10, mythic: 1d10 + 7 + 4 ⇒ (5) + 7 + 4 = 16
Reset Hand
Scenario Power: At the end of your turn, after you reset your hand, recharge 1d4 cards.
Recharge how many cards?: 1d4 ⇒ 4 Recharge: Flame Staff, Blessing of Abraxas, Fire Snake, Shield Cloak
At the start of Seoni's turn: send Fly to Recovery to examine top of Pit Harvester's Pit: 1d9 ⇒ 8 (Scizore +3) and Rift (Shamira)
Since this is not a legal location for Shamira (see Scenario Rules) I'm going to post my turn and then ask in Discord about what to do. If don't need to retcon my turn, I'll use the Fly power to move to the Rift
Recharge Fly? Divine 10, mythic: 1d10 + 7 + 4 ⇒ (4) + 7 + 4 = 15
Turn Summary:
* Harvester's Pit has been shuffled (many times); card 6 (Incubus) is gone. The top card is known (Card 8 - Scizore +3).
TColMaster |
During This Adventure: The servitor demon is the henchman Vulture Demon.
In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
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 setting out location decks, add a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Valid Locations: Abyssal River, Grinder, Harvester's Pit, Locust Shrine, Molten Pool, Qlippoth Runestone, Sanctum, Wounded Lands (1d8)
Displayed: Befouled Alter
When you permanently close a location, banish its location deck, display the location card next to the scenario card, and move all characters at that location to the Abyssal Rift. If the number of location cards displayed is less than the number of characters plus 1, summon and build a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Treat the henchman Shamira as the villain. When Shamira is defeated, put a marker on the scenario card, then shuffle Shamira into a location other than the Abyssal Rift. You win the scenario only when the number of markers exceeds the number of characters.
At the start of your turn, draw 1d4 cards.
At the end of your turn, after you reset your hand, recharge 1d4 cards.
Shamira Tokens (Need 5): 1
Scenario Level (#): 3
Turn: 6, Shardra/AbrahamZ.
Monsters
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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.
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.
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_
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Monster 4
Traits:
Demon
Curse
To Defeat:
Combat 22
The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.
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Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Barriers
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Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.
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.
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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.
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.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.
Weapons
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Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. Add another 1d8 if the bane has the Demon trait. If not proficient with weapons, the difficulty of this check is increased by 4.
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.
WotR
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
Veteran
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.
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.
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
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Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
WotR
Spell 4
Traits:
Magic
Divine
Attack
Fire
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
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.
WotR
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card. While displayed, reduce Combat damage dealt to you by 1d4; add 1d6 and the Poison trait to combat checks by characters at your location. At the end of your turn, you may move. Then if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
WotR
Spell 1
Traits:
Magic
Divine
Elite
To Acquire:
Wisdom
Divine 6
Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Armors
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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.
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.
WotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you 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.
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.
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
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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.
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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.
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.
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Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
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Item 1
Traits:
Book
Elite
To Acquire:
Intelligence
Knowledge 7
Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.
Allies
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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.
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.
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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.
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.
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Ally 4
Traits:
Human
Warrior
To Acquire:
Strength
Melee 12
THEN Charisma
Diplomacy 12
Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.
Blessings
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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.
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.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Current Hour:
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.
Hours Remaining: 24
Hourglass
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Location #1: Abyssal Rift
Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Kess/Gimry, Shardra/AbrahamZ., Seoni/TheChu, Cogsnap/tcolmaster01, None
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.
WotR
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
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.
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.
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.
Location #2: Harvester's Pit
Abyssal
At This Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
M: 4 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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_
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
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.
WotR
Weapon 4
Traits:
Scizore
Shield
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and you are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
WotR
Henchman 4
Type: Monster
Traits:
Outsider
Demon
Fire
Mythic
To Defeat:
Combat 40
OR Charisma
Diplomacy 16
Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.
"It's not my job to deal with intruders_ It's my job to discourage the existence of intruders_" -- Shamira
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.
WotR
Item 4
Traits:
Accessory
Magic
To Acquire:
Wisdom
Survival 12
OR Constitution
Fortitude 10
Recharge this card to automatically succeed at a check to move, or to ignore an effect that would move you.
After you shuffle a location deck, reveal this card to examine its top card.
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.
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.
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
Shardra Z. |
Retcon - ignore previously posted turn.
Off turn: moved to Rift when Altar was closed.
It is the hour of Sarenrae
Scenario Power: At the start of your turn, draw 1d4 cards.
Draw how many cards?: 1d4 ⇒ 3 Pyrotechnic Blast, Abraxas, Shield Cloak
Give card: Blessing of Abraxas to Kess
Move to: Harvester's Pit
Location Power: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Free exploration
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_
Reveal Flame Staff (adds Magic trait)
Combat 11, mythic: 1d10 + 7 + 4 + 1d4 ⇒ (2) + 7 + 4 + (1) = 14
Discard Blessing of Nethys to examine the top 2 cards of the location - Horned Demon & Incubus - leave in that order, then explore
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
BYA Wis 12, mythic: 1d10 + 4 + 4 ⇒ (8) + 4 + 4 = 16
Reveal Flame Staff (discarding Pyrotechnic Blast to add another 1d8)
Spend 1 mythic charge (now have 3 remaining)
Ask Cogsnap to discard Carnival to bless
Combat 26, mythic: 1d20 + 1d10 + 7 + 4 + 1d4 + 1d8 ⇒ (18) + (5) + 7 + 4 + (2) + (6) = 42
Discard Cleric of Nethys to examine top 2 cards of the location - Incubus and Scizore +3 - leave in that order, then explore
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.
BYA - no "another" character at the location so n/a
Knowledge 11, mythic: 1d10 + 6 + 3 ⇒ (4) + 6 + 3 = 13
Shardra power: When you succeed at a Knowledge check, you may examine the top two cards of your location deck - Scizore +3 & Shamira
Reveal Flame Staff
Combat 15: 1d10 + 7 + 3 + 5 + 1d4 ⇒ (9) + 7 + 3 + 5 + (3) = 27 Banished
Send Major Cure to Recovery to heal self
Healing: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Recovery Phase:
Recharge Major Cure? Divine 10, mythic: 1d10 + 7 + 3 ⇒ (7) + 7 + 3 = 17
Reset Hand
Scenario Power: At the end of your turn, after you reset your hand, recharge 1d4 cards.
Recharge how many cards?: 1d4 ⇒ 2 Recharge Sphere of Fire & Shield Cloak
Turn Summary:
* Gave Blessing of Abraxas to Kess
* Used Cogsnap's Carnival
* Harvester's Pit 1-3 are gone
* Harvester's Pit 4 is known: Scizore +3
* Harvester's Pit 5 is known: Shamira
* Shardra's Crystal Ball can be used to reorder Shamira to the top if Seoni doesn't have a way of making the Str check for the Scizore
"
Hand: Holy Light, Crystal Ball, Flame Staff, Blessing of Nethys,
Displayed:
Deck: 14 Discard: 2 Buried: 0
Current Location: Harvester's Pit
Hero Points: 7
Tshirt Reroll: Available
Mythic Charges: 3
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 locationCrystal Ball: discard to examine and reorder top 3 local cards.
Middle of Deck (Unknown Order): Blessing of Pharasma 2, Chronicler, Ice Strike (Core), Blessing of Abadar, Blessing of Pharasma 1, Divine Blaze, Redeemer Blacksmith, Aqueous Orb, Fire Snake, Fly, Kolo (WoTR)
Recharged: Major Cure, Sphere of Fire, Shield Cloak,
Discard Pile:
Buried Pile:
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 ☐ 7
Proficiencies:
Light Armors | ☐ Heavy Armors
POWERS (Role: Visionary):
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 ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier (☐ or close a location), you may use your Knowledge skill instead of the listed skill. (☐ Characters gain this power while at your location.)
☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.
Mythic Hierophant: Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
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.
Knight of Kenabres: 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 Spirit: Wisdom
Righteous Medal of Vigor: Constitution
Righteous Medal: Charisma
Seoni - The Chu |
========================
Seoni starts her turn.
Hour: Blessing of Baphomet
Hour Power:No effect.
Location: Abyssal Rift
Location Power: Side 1: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
Side 2: Blessings played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
Scenario Powers: At the start of your turn, draw 1d4 cards.
At the end of your turn, after you reset your hand, recharge 1d4 cards.
SoT Draw: 1d4 ⇒ 3
At end of move phase, recharging Fortune-Teller and selecting Bane, then examining the top card of location deck for possible explore = Blessing of Deskari
Seoni explores the Abyssal Rift.
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.
Auto-fail that, resetting hand
- Location is flipped to d12/closed side
EoT Recharge: 1d4 ⇒ 4
Hand: Blessing of Abadar, Count Jeggare,
Displayed: Magic Leather Armor (Core),
Deck: 13 Discard: 4 Buried: 0
Current Location: Abyssal Rift
Hero Points: 3
Mythic Charges: 4
NOTES:
Available Support: Saving for myself - None
* Blessing of Abadar - Add 1 die to any check, add 2 dice to any check to defeat a barrier
* Count Jeggare - Add 1d6 to a local Arcane, Knowledge, or Perception check, or any global check to recharge
Movement: Move me to the Abyssal Rift if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Vampiric Touch, Wand of Enervation (Core), Blessing of Iomedae, Korvosan House Drake (Lockheed)
Recharged: Lightning Touch (Core), Good Omen (Core), The Foreign Trader, Incanter (Issa), Fortune-teller (Janni), Blessing of Pharasma, Life Drain (Core), Frost Ray, Wand of Acid Burst,
Discard Pile:
Buried Pile:
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:
- For your power feat, you may check any 1 of the traits below. That trait applies in any power that uses the word ""mastered.""
☐ Acid ☐ Cold ☑ Electricity ☐ Fire
- 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.
- ☑ Add 4 to your check that has a mastered trait.
- 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.
- Knights of Kenabres: 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 Command: Charisma
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
End of Turn Summary:
- Failed to acquire Card 1 of Abyssal Rift (Blessing of Deskari)
- Location is flipped to d12/closed side
- Displayed Magic Leather Armor
- Recharged Fortune-teller, Blessing of Pharasma, Life Drain, Frost Ray, Wand of Acid Burst
TColMaster Cogsnap |
Out of Turn Updates: Discard The Carnival
Turn - Hour: Blessing of Nethys
Hour Rules: None
SOT: Draw?: 1d4 ⇒ 1
Give Card: None
Move: Harvester's Pit Blessing of Nethys
Location Powers: None
Explore: Scizore +3
Use Elixir of Focus - Put Acid Flask into Recovery to pass min 9
Use Elixir of Focus as itself
Str 12: 1d6 + 1d10 + 7 ⇒ (5) + (5) + 7 = 17
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
cannot fail to recharge acid flask
Elixir of Focus Craft 10: 1d10 + 7 ⇒ (4) + 7 = 11
Cogsnap resets their hand.
Recharge: 1d4 ⇒ 4Scizore, Clockwork Servant, Lightning Bolt, Blessing of Nethys
[u]Summary[/u]
Acquired: Scizore +3
Banished: None
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 use Elixir of Healing on myself to heal 2, (put Alchemist's Fire into Recovery. Same thing for Shardra for its own card.
Cannot fail to recharge either card.
"
Hand: Elixir of Love,
Displayed: Slick Leather,
Deck: 19 Discard: 0 Buried: 0
Hero Points: 3
Mythic Charges: 4
Middle of Deck (Unknown Order): Good Omen, Lightning Bolt (Core), Potion of Restoration, Blast Stone, Acid Flask (Core), Clockwork Servant (Core), Elixir of Focus, Clockwork Servant (Core) 2, Acidic Bolas, Potion of Focus, Scizore +3, Blessing of Nethys (Core), Venomous Hand Crossbow, Anesthetizing SLime, The Carnival, Bot Elements 3
Recharged: Elixir of Healing, Alchemist's Fire,
Discard Pile:
Buried Pile:
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: 3
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. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([ ] or your check against an Automaton, Construct, or Trap Card), add 1d6
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. ([X] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [ ] or any barrier] you may recharge a card to add 1d6 and ignore its immunities.
☐ On (☐ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (☐ or any items); for each item discarded, add 1d6 and the item's traits to the check.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
TColMaster |
During This Adventure: The servitor demon is the henchman Vulture Demon.
In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
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 setting out location decks, add a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Valid Locations: Abyssal River, Grinder, Harvester's Pit, Locust Shrine, Molten Pool, Qlippoth Runestone, Sanctum, Wounded Lands (1d8)
Displayed: Befouled Alter
When you permanently close a location, banish its location deck, display the location card next to the scenario card, and move all characters at that location to the Abyssal Rift. If the number of location cards displayed is less than the number of characters plus 1, summon and build a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Treat the henchman Shamira as the villain. When Shamira is defeated, put a marker on the scenario card, then shuffle Shamira into a location other than the Abyssal Rift. You win the scenario only when the number of markers exceeds the number of characters.
At the start of your turn, draw 1d4 cards.
At the end of your turn, after you reset your hand, recharge 1d4 cards.
Shamira Tokens (Need 5): 1
Scenario Level (#): 3
Turn: 9, Kess/Gimry
Monsters
WotR
Monster 2
Traits:
Undead
Incorporeal
To Defeat:
Combat 18
The Berbalang is immune to the Mental and Poison traits.
If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
If undefeated, discard the top card of your deck.
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_
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_
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_
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_
Barriers
WotR
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
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.
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.
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.
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
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.
WotR
Weapon 3
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 13
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 2d6 and the Electricity trait. 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+1.
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.
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.
WotR
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Veteran
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.
Spells
WotR
Spell 3
Traits:
Magic
Arcane
Trap
Elite
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 2d6.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 20 or lower; you may bury this card to put the evaded 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 10 check to recharge this card instead of discarding or burying it.
WotR
Spell 4
Traits:
Magic
Divine
Attack
Fire
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
WotR
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card. While displayed, reduce Combat damage dealt to you by 1d4; add 1d6 and the Poison trait to combat checks by characters at your location. At the end of your turn, you may move. Then if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
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.
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.
Armors
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
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.
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.
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait 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.
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.
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
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.
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.
WotR
Item 3
Traits:
Accessory
Magic
Divine
Mythic
To Acquire:
Divine 11
Before you attempt a Divine check against a monster, bury this card to get a mythic charge.
After playing this card, you may succeed at a Divine 16 check to recharge this card instead of burying it.
WotR
Item 3
Traits:
Book
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
Remove this card from the game to gain an Intelligence, Wisdom, or Charisma skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.
WotR
Item 1
Traits:
Book
Elite
To Acquire:
Intelligence
Knowledge 7
Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.
Allies
WotR
Ally 3
Traits:
Human
Druid
Veteran
To Acquire:
Perception 7
OR Charisma
Diplomacy 9
Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.
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.
WotR
Ally 4
Traits:
Human
Warrior
To Acquire:
Strength
Melee 12
THEN Charisma
Diplomacy 12
Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.
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.
WotR
Ally 3
Traits:
Human
Cleric
To Acquire:
None 0
To acquire this card, summon and defeat this adventure's servitor demon.
Recharge this card to add 1d4 to your Divine or Ranged check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
Blessings
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.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: 21
Hourglass
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.
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.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Location #1: Abyssal Rift
Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kess/Gimry, Seoni/TheChu, None
WotR
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
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.
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.
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.
Location #2: Harvester's Pit
Abyssal
At This Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
M: 1 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/AbrahamZ., Cogsnap/tcolmaster01, None
WotR
Henchman 4
Type: Monster
Traits:
Outsider
Demon
Fire
Mythic
To Defeat:
Combat 40
OR Charisma
Diplomacy 16
Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.
"It's not my job to deal with intruders_ It's my job to discourage the existence of intruders_" -- Shamira
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.
WotR
Item 4
Traits:
Accessory
Magic
To Acquire:
Wisdom
Survival 12
OR Constitution
Fortitude 10
Recharge this card to automatically succeed at a check to move, or to ignore an effect that would move you.
After you shuffle a location deck, reveal this card to examine its top card.
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.
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.
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
Kess - Gimry |
========================
Kess starts her turn.
Hour: Blessing of Ascension
Hour Power:No effect.
Location: Abyssal Rift
Location Power:Side 1: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
Side 2: Blessings played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
Adventure Powers:
Scenario Powers:
SoT Draw: 1d4 ⇒ 1
Move to Harvester's Pit
WotR
Henchman 4
Type: Monster
Traits:
Outsider
Demon
Fire
Mythic
To Defeat:
Combat 40
OR Charisma
Diplomacy 16
Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.
"It's not my job to deal with intruders_ It's my job to discourage the existence of intruders_" -- Shamira
Diplomacy 16: 1d8 + 3 + 1d4 + 1 + 1d12 + 3 ⇒ (1) + 3 + (4) + 1 + (11) + 3 = 23
Diplomacy - 1d8+3
Brawlers Aid - 1d4+1
Blessed - 1d12
Mythic Marshal (Cha) - 3
Discard Green Faith to Bless
Recharge Gecks for Brawlers Aid
"All this small talk, Shamira. Just admit you're wrong and we can all move on from this!"
Reveal Cloud Puff to increase handsize
EoT Recharge: 1d4 ⇒ 4
"
Hand: Big Eyes (Wolf), Blessing of Abraxas, Blessing of the Starsong,
Displayed: Magic Chain Mail, White War Paint,
Deck: 13 Discard: 2 Buried: 0
Current Location: Abyssal Rift
Hero Points: 2
Spent: 0
NOTES:
Available Support: When I bless local Combat/Charisma checks add 1d12 instead of normal die.
Other: Paizo reroll used for scenario 1-3E?: N
Middle of Deck (Unknown Order): Gecks (Fire Gecko), Leshykineticist, Blessing of Gozreh, Verdant Rager, Smith, Sedja, Blessing of the Green Faith (2), Iron Knuckles, Councilor's Ring
Recharged: Crocodile Skin Madu, Cloud Puff, Topaz of Strength, Eruataki Coat,
Discard Pile:
Buried Pile:
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 (☑ or acquire an ally or a blessing), you may heal a card
☑ When you bless a local Combat or Charisma check, add 1d12 instead of the normal die
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.
Knights of Kenabres:
☑ Righteous Medal of Valor: Strength
☑ Righteous Medal of Command: Charisma
☑ Righteous Medal of Vigor: Constitution
End of Turn Summary
Closed Harvester's Pit, we're all back at the Rift
TColMaster |
RNG: 1d8 ⇒ 4
During This Adventure: The servitor demon is the henchman Vulture Demon.
In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
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 setting out location decks, add a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Valid Locations: Abyssal River, Grinder, Locust Shrine, Molten Pool, Qlippoth Runestone, Sanctum, Wounded Lands (1d7)
Displayed: Befouled Alter
When you permanently close a location, banish its location deck, display the location card next to the scenario card, and move all characters at that location to the Abyssal Rift. If the number of location cards displayed is less than the number of characters plus 1, summon and build a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Treat the henchman Shamira as the villain. When Shamira is defeated, put a marker on the scenario card, then shuffle Shamira into a location other than the Abyssal Rift. You win the scenario only when the number of markers exceeds the number of characters.
At the start of your turn, draw 1d4 cards.
At the end of your turn, after you reset your hand, recharge 1d4 cards.
Shamira Tokens (Need 5): 2
Scenario Level (#): 3
Turn: 10, Shardra/AbrahamZ.
Monsters
WotR
Monster 4
Traits:
Outsider
To Defeat:
Combat 30
The Deacon of Death is immune to the Acid and Poison traits.
Before you act, if any locations are closed, you may bury a card to evade the Deacon of Death, summon and build the location Middle of Nowhere, and move there.
If any characters are dead, the difficulty to defeat is increased by 10.
Deacons of Death pilot skiffs along rivers in the Abyss_
WotR
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
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.
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_
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
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.
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.
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.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. 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; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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
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.
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.
WotR
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
WotR
Weapon 4
Traits:
Bow
Ranged
Piercing
Magic
Corrupted
To Acquire:
Dexterity
Ranged 11
If this card has the Corrupted trait, discard the top card of your deck or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+4. If you fail this check, you may discard this card to reroll the dice, adding another 1d8; take the new result.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location.
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.
Spells
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.
WotR
Spell 4
Traits:
Magic
Divine
Attack
Fire
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
WotR
Spell B
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.
WotR
Spell 4
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 12
Display this card next to any character card. While displayed, that character may recharge a card at the end of her turn to move; you may discard this card to add 1d8 to any combat check at that character's location.
When you would discard this card for its power, if you do not have the Arcane skill, banish it instead; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discaring it.
WotR
Spell 4
Traits:
Magic
Arcane
Divine
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
When a character attempts to temporarily close a location, you may discard this card; that character automatically succeeds.
When a character attempts to permanently close a location, you may discard this card and expend a mythic charge; that character automatically succeeds.
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 15 check to recharge this card instead of discarding it.
Armors
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.
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.
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.
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
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.
WotR
Armor B
Traits:
Heavy Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Items
WotR
Item 4
Traits:
Book
Magic
Corrupted
Mythic
To Acquire:
Arcane
Craft
Divine
Knowledge 12
Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.
After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card insted of burying it.
WotR
Item 1
Traits:
Book
Elite
To Acquire:
Intelligence
Knowledge 7
Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.
WotR
Item 3
Traits:
Object
Magic
To Acquire:
Arcane
Divine
Craft 9
Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1.
When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6.
WotR
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic
To Acquire:
Dexterity
Ranged 12
If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.
WotR
Item B
Traits:
Liquid
Mythic
To Acquire:
Wisdom
Divine 9
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.
Allies
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.
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.
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.
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.
WotR
Ally 3
Traits:
Outsider
Devil
Temptation
To Acquire:
Intelligence
Charisma
Arcane 7
During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.
Blessings
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.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Current Hour:
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: 20
Hourglass
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.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Location #1: Abyssal Rift
Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kess/Gimry, Shardra/AbrahamZ., Seoni/TheChu, Cogsnap/tcolmaster01, None
WotR
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
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.
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.
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.
Location #2: Locust Shrine
Abyssal
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
WotR
Barrier 4
Traits:
Temptation
To Defeat:
None 0
Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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.
WotR
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane 13
OR Wisdom
Divine 9
Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.
WotR
Armor 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Stealth 8
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
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.
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
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.
WotR
Henchman 4
Type: Monster
Traits:
Outsider
Demon
Fire
Mythic
To Defeat:
Combat 40
OR Charisma
Diplomacy 16
Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.
"It's not my job to deal with intruders_ It's my job to discourage the existence of intruders_" -- Shamira
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_
WotR
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Shardra Z. |
Off turn: healed two by Cogsnap (thanks!); moved to Rift when Pit closes.
It is the hour of Abraxas
Scenario Power: At the start of your turn, draw 1d4 cards.
Draw how many cards?: 1d4 ⇒ 2
Move to: Locust Shrine
Location Power: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
Free exploration
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Divine 9, mythic: 1d10 + 7 + 3 ⇒ (8) + 7 + 3 = 18
Discard Crystal Ball to examine top 3 cards - Greed, Chief Sull, Refuge - reorder as: Refuge, Chief, Greed - then explore.
WotR
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane 13
OR Wisdom
Divine 9
Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.
Divine 9, mythic: 1d10 + 7 + 3 ⇒ (3) + 7 + 3 = 13
Discard Blessing of the Starsong to explore
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.
WotR
Item 4
Traits:
Book
Magic
Corrupted
Mythic
To Acquire:
Arcane
Craft
Divine
Knowledge 12
Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.
After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card instead of burying it.
Knowledge 12, mythic, Kolo: 1d10 + 6 + 3 + 3 ⇒ (10) + 6 + 3 + 3 = 22
Chief Sull acquired - banish Chief Sull to put Skinstitcher's Manual in hand.
Shardra power: When you succeed at a Knowledge check, you may examine the top two cards of any location deck - Rift 1 is Hellmouth Lash (Spell 3) and Rift 2 is Carrion Golem (yikes!).
Discard Blessing of Nethys to examine top 2 cards of location - Greed and Sniper's Studded Leather - put the armor first, then explore.
WotR
Armor 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Stealth 8
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
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.
Send Fire Snake to Recovery to use Divine
Divine 8, mythic: 1d10 + 7 + 3 ⇒ (8) + 7 + 3 = 18
Bury Skinstitcher's Manual to Recovery to summon and display the cohort Brutalized Flesh Golem.
Skinstitcher's Manual: If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges - Shardra is the only character at the location.
Combat dmg: 1d6 + 3 ⇒ (1) + 3 = 4
Bury Sniper's Studded Leather to reduce dmg to 0
Discard displayed Brutalized Flesh Golem to explore location (during this exploration, banish any boons you encounter and add 1d6 plus your number of mythic charges to your combat checks).
WotR
Barrier 4
Traits:
Temptation
To Defeat:
None 0
Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
WOTR-B, WOTR-C henchman (monster)
Outsider
Demon
Check to defeat: Combat 13
Powers
The Derakni is immune to the Electricity and Poison traits.
Add 5 to your checks against this henchman if you succeed at an Intelligence or Knowledge 9 check, or if the check has the Force trait.
Before you act, each character at your location attempts a Wisdom 5 check. For each character that fails, a random character at her location is dealt 2 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
BYA Wis 5, mythic, location power: 1d10 + 4 + 3 - 2 ⇒ (4) + 4 + 3 - 2 = 9
Knowledge 9, mythic, Kolo, location power: 1d10 + 6 + 3 + 3 - 2 ⇒ (6) + 6 + 3 + 3 - 2 = 16
Reveal Flame Staff
Combat 13, mythic, location power, golem, knowledge check: 1d10 + 7 + 3 + 1d4 + 1d6 + 3 + 5 - 6 ⇒ (7) + 7 + 3 + (3) + (1) + 3 + 5 - 6 = 23
Greed - examine top 3 cards of location - Toad Demon, Arboreal Blight, Shamira - no boons, so Greed's power is n/a. Greed is banished.
Display Refuge on Seoni.
Recovery Phase:
Recharge Fire Snake? Divine 8, mythic: 1d10 + 7 + 3 ⇒ (7) + 7 + 3 = 17
Recharge Skinstitcher's Manual? Knowledge 14, mythic, kolo: 1d10 + 6 + 3 + 3 ⇒ (3) + 6 + 3 + 3 = 15
Reset Hand
Scenario Power: At the end of your turn, after you reset your hand, recharge 1d4 cards.
Recharge how many cards?: 1d4 ⇒ 3 Kolo, Holy Light, Aqueous Orb
Turn Summary:
* Top two cards of Rift are known: Rift 1 is Hellmouth Lash (Arcane Spell 3) and Rift 2 is Carrion Golem (yikes!)
* Top 3 cards of Locust Shrine are known - Toad Demon, Arboreal Blight, Shamira
* Displayed Refuge on Seoni.
"
Hand: Flame Staff, Blessing of Pharasma 1, Blessing of Abadar,
Displayed: Refuge,
Deck: 16 Discard: 4 Buried: 1
Current Location: Locust Shrine
Hero Points: 7
Tshirt Reroll: Available
Mythic Charges: 3
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
Middle of Deck (Unknown Order): Ice Strike (Core), Pyrotechnic Blast, Cleric of Nethys, Chronicler, Major Cure, Blessing of Pharasma 2, Sphere of Fire, Shield Cloak, Divine Blaze, Redeemer Blacksmith, Fly
Recharged: Fire Snake, Skinstitcher's Manual, Kolo (WoTR), Holy Light, Aqueous Orb,
Discard Pile:
Buried Pile:
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 ☐ 7
Proficiencies:
Light Armors | ☐ Heavy Armors
POWERS (Role: Visionary):
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 ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier (☐ or close a location), you may use your Knowledge skill instead of the listed skill. (☐ Characters gain this power while at your location.)
☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.
Mythic Hierophant: Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
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.
Knight of Kenabres: 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 Spirit: Wisdom
Righteous Medal of Vigor: Constitution
Righteous Medal: Charisma
TColMaster |
During This Adventure: The servitor demon is the henchman Vulture Demon.
In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
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 setting out location decks, add a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Valid Locations: Abyssal River, Grinder, Locust Shrine, Molten Pool, Qlippoth Runestone, Sanctum, Wounded Lands (1d7)
Displayed: Befouled Alter
When you permanently close a location, banish its location deck, display the location card next to the scenario card, and move all characters at that location to the Abyssal Rift. If the number of location cards displayed is less than the number of characters plus 1, summon and build a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Treat the henchman Shamira as the villain. When Shamira is defeated, put a marker on the scenario card, then shuffle Shamira into a location other than the Abyssal Rift. You win the scenario only when the number of markers exceeds the number of characters.
At the start of your turn, draw 1d4 cards.
At the end of your turn, after you reset your hand, recharge 1d4 cards.
Shamira Tokens (Need 5): 2
Scenario Level (#): 3
Turn: 11, Seoni/TheChu
Monsters
WotR
Monster 2
Traits:
Undead
Incorporeal
To Defeat:
Combat 18
The Berbalang is immune to the Mental and Poison traits.
If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
If undefeated, discard the top card of your deck.
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.
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_
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.
WotR
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_
Barriers
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.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 non-Basic blessings from the box. 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; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.
WotR
Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.
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
WotR
Weapon 3
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.
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.
WotR
Weapon 3
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.
WotR
Weapon 3
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 13
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 2d6 and the Electricity trait. 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+1.
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.
Spells
WotR
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 8
Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.
WotR
Spell 3
Traits:
Magic
Arcane
Divine
Attack
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 10
When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
WotR
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
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
WotR
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Acrobatics 9
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
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.
WotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you 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.
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.
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.
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait 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
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.
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.
WotR
Item 4
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 12
When a monster deals an amount of damage to you before you act, recharge this card to reduce that damage to 0, and add that amount to your checks against the monster.
WotR
Item 4
Traits:
Accessory
Magic
Attack
Veteran
To Acquire:
Charisma
Divine 13
For your combat check, bury this card to roll a number of d8s equal to the scenario's adventure deck number and add the scenario's adventure deck number. If the check is to defeat a bane that has the Undead trait, roll d12s instead.
After playing this card, succeed at a Divine 15 check to recharge this card instead of burying it.
WotR
Item B
Traits:
Object
Divine
Elite
To Acquire:
Wisdom
Divine 7
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.
Allies
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Ally 4
Traits:
Human
Warrior
To Acquire:
Strength
Melee 12
THEN Charisma
Diplomacy 12
Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.
WotR
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 9
Discard this card to give any number of cards to another character.
Discard this card to explore your location.
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.
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.
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
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
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.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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:
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: 19
Hourglass
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Location #1: Abyssal Rift
Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kess/Gimry, Seoni/TheChu, Cogsnap/tcolmaster01, None
WotR
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
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.
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.
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.
Location #2: Locust Shrine
Abyssal
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/AbrahamZ., None
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
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.
WotR
Henchman 4
Type: Monster
Traits:
Outsider
Demon
Fire
Mythic
To Defeat:
Combat 40
OR Charisma
Diplomacy 16
Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.
"It's not my job to deal with intruders_ It's my job to discourage the existence of intruders_" -- Shamira
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_
WotR
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Seoni - The Chu |
========================
Seoni starts her turn.
Hour: Blessing of Pulura
Hour Power:No effect.
Location: Abyssal Rift
Location Power: Side 1: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
Side 2: Blessings played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
Scenario Powers: At the start of your turn, draw 1d4 cards.
At the end of your turn, after you reset your hand, recharge 1d4 cards.
SoT Draw: 1d4 ⇒ 3
Seoni moves to the Locust Shrine and explores.
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
Combat 28: 1d12 + 4 + 2 + 4 + 1d6 + 2d6 + 5 ⇒ (9) + 4 + 2 + 4 + (2) + (1, 3) + 5 = 30
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 4
Miscellaneous: Count Jeggare: 1d6
Vampiric Touch: 2d6
Miscellaneous: Henchman Power (Attack Trait): 5
Random heal from Life Drain/Vampiric Touch: Academae Student
Discarding Korvosan House Drake to explore again
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.
Outsider
Demon
Check to defeat: Combat 13
Powers
The Derakni is immune to the Electricity and Poison traits.
Add 5 to your checks against this henchman if you succeed at an Intelligence or Knowledge 9 check, or if the check has the Force trait.
Before you act, each character at your location attempts a Wisdom 5 check. For each character that fails, a random character at her location is dealt 2 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
BYA Wisdom 5: 1d6 ⇒ 6
Wisdom: 1d6
Knowledge 9: 1d8 + 2 + 4 + 1d6 ⇒ (6) + 2 + 4 + (6) = 18
Knowledge: 1d8+2
Miscellaneous: Mythic Charges: 4
Miscellaneous: Count Jeggare: 1d6
Using Seoni's Discard power (Wand of Enervation) to draw (Vampiric Touch) from discard or recovery pile
Combat 13: 1d12 + 4 + 2 + 4 + 1d6 + 5 + 2d6 ⇒ (5) + 4 + 2 + 4 + (6) + 5 + (3, 2) = 31
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 4
Miscellaneous: Count Jeggare: 1d6
Miscellaneous: Henchman Power (Passed Check): 5
Vampiric Touch: 2d6
Random heal from Life Drain/Vampiric Touch: Gem of Mental Acuity
Henchman (Monster) B
Traits:
Plant
Veteran
Demon
To Defeat:
Combat 13
The difficulty to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
Recharging Magic Leather Armor to reduce BYA Ranged Combat Damage to 0
Using Seoni's Discard power (Blessing of Abadar) to draw (Vampiric Touch) from discard or recovery pile
Combat 21 (13+4+4): 1d12 + 4 + 2 + 4 + 1d6 + 2d6 ⇒ (4) + 4 + 2 + 4 + (1) + (4, 3) = 22
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 4
Miscellaneous: Count Jeggare: 1d6
Vampiric Touch: 2d6
Random heal from Life Drain/Vampiric Touch: Korvosan House Drake
Discarding top card of deck for the AYA 1 Ranged Combat Damage: The Foreign Trader
Everyone needs to face a Fiendish Tree, but only my success counts. If there are any fails, however, I may need to face an Ulkreth with no hand. Slim chance, though:
Ulkreth roll: 1d20 ⇒ 20
EoT Recharge: 1d4 ⇒ 3 = Lightning Touch, Incanter, Blessing of Pharasma
Hand: Frost Ray, Blessing of Iomedae, Count Jeggare,
Displayed:
Deck: 11 Discard: 6 Buried: 0
Current Location: Locust Shrine
Hero Points: 3
Mythic Charges: 4
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
Movement: Move me to the Abyssal Rift if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Life Drain (Core), Gem of Mental Acuity (Core), Good Omen (Core), Acadamae Student (Peri), Wand of Acid Burst, Magic Leather Armor (Core), Korvosan House Drake (Lockheed), Fortune-teller (Janni)
Recharged: Lightning Touch (Core), Incanter (Issa), Blessing of Pharasma,
Discard Pile:
Buried Pile:
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:
- For your power feat, you may check any 1 of the traits below. That trait applies in any power that uses the word ""mastered.""
☐ Acid ☐ Cold ☑ Electricity ☐ Fire
- 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.
- ☑ Add 4 to your check that has a mastered trait.
- 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.
- Knights of Kenabres: 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 Command: Charisma
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
End of Turn Summary:
- Moved to Locust Shrine
- Defeated Cards 1,2 of Abyssal Rift (Toad Demon, Arboreal Blight)
- Everyone needs to face a Fiendish Tree
- Discarded Korvosan House Drake, Wand of Enervation, Blessing of Abadar, Vampiric Touch, The Foreign Trader
- Recharged Magic Leather Armor, Lightning Touch, Incanter, Blessing of Pharasma
- Randomly Healed Academae Student, Korvosan House Drake, Gem of Mental Acuity
Kess - Gimry |
WotR
Henchman (Monster) B
Traits:
Plant
Veteran
Demon
To Defeat:
Combat 13
The difficulty to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
Recharge Chainmail for BYA damage
Combat 21(13+4+4): 1d10 + 5 + 1d12 + 1d4 + 2 + 1d12 + 3 ⇒ (4) + 5 + (2) + (3) + 2 + (6) + 3 = 25
Combat(Melee) - 1d10+5
Brawlers Might - 1d12
Brawlers Aid - 1d4+2
Blessed - 1d12
Mythic Marshall (Str) - 3
Discard Abraxas to bless
Recharge Big Eyes for Brawlers Aid
Discard BofStarsong for AYA damage
Defeating a monster lets me heal a card
Kess is healed for 1: (Blessing of Abraxas). Deck shuffled.
Seoni - The Chu |
Turn Corrections
Derakni Damage (1=Seoni, 2=Shardra): 1d2 ⇒ 1
Cascading Results:
- That means I would have recharged my Magic Leather Armor for that 2 Combat Damage.
- I then would have discarded my Blessing of Abadar for the BYA Ranged Damage from the Tree.
- I then would have discarded my Count Jeggare for Lightning Bolt instead of the blessing for Vampiric Touch. That effectively keeps the roll the same.
- I then would *not* have healed Korvosan House Drake or taken any AYA Ranged Combat Damage.
WHEW
Hand: Frost Ray, Acadamae Student (Peri), Blessing of Iomedae,
Displayed:
Deck: 10 Discard: 7 Buried: 0
Current Location: Locust Shrine
Hero Points: 3
Mythic Charges: 4
NOTES:
Available Support: Saving for myself - None
* Academae Student - Add 1d4 to a local Arcane check or local check against an Outsider bane
* 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 Abyssal Rift if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Gem of Mental Acuity (Core), Magic Leather Armor (Core), Life Drain (Core), The Foreign Trader, Fortune-teller (Janni), Good Omen (Core), Wand of Acid Burst
Recharged: Lightning Touch (Core), Incanter (Issa), Blessing of Pharasma,
Discard Pile:
Buried Pile:
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:
- For your power feat, you may check any 1 of the traits below. That trait applies in any power that uses the word ""mastered.""
☐ Acid ☐ Cold ☑ Electricity ☐ Fire
- 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.
- ☑ Add 4 to your check that has a mastered trait.
- 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.
- Knights of Kenabres: 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 Command: Charisma
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
TColMaster Cogsnap |
BYA - Elixir of Love
No hand, cannot win, nothing to discard as damage.
Shardra Z. |
BYA on Seoni's Derakni encounter, Wis 5, mythic, location power: 1d10 + 4 + 3 - 2 ⇒ (6) + 4 + 3 - 2 = 11 No combat dmg
WotR
Henchman (Monster) B
Traits:
Plant
Veteran
Demon
To Defeat:
Combat 13
The difficulty to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
BYA - discard Blessing of Pharasma 1 for 1 Ranged Combat dmg
reveal Flame Staff
Combat 13+4+4=21, mythic, fire trait: 1d10 + 7 + 3 + 1d4 + 1d8 ⇒ (10) + 7 + 3 + (2) + (3) = 25
AYA - discard Blessing of Abadar for 1 Ranged Combat dmg
"
Hand: Flame Staff,
Displayed: Refuge,
Deck: 16 Discard: 6 Buried: 1
Current Location: Locust Shrine
Hero Points: 7
Tshirt Reroll: Available
Mythic Charges: 3
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 locationRefuge displayed on Seoni
Middle of Deck (Unknown Order): Divine Blaze, Blessing of Pharasma 2, Chronicler, Major Cure, Sphere of Fire, Ice Strike (Core), Redeemer Blacksmith, Shield Cloak, Cleric of Nethys, Fly, Pyrotechnic Blast
Recharged: Fire Snake, Skinstitcher's Manual, Kolo (WoTR), Holy Light, Aqueous Orb,
Discard Pile:
Buried Pile:
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 ☐ 7
Proficiencies:
Light Armors | ☐ Heavy Armors
POWERS (Role: Visionary):
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 ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier (☐ or close a location), you may use your Knowledge skill instead of the listed skill. (☐ Characters gain this power while at your location.)
☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.
Mythic Hierophant: Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
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.
Knight of Kenabres: 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 Spirit: Wisdom
Righteous Medal of Vigor: Constitution
Righteous Medal: Charisma
TColMaster Cogsnap |
Out of Turn Updates: None
Turn - Hour:Blessing of the Starsong
Hour Rules: None
SOT: Draw: 1d4 ⇒ 2 Acidic Bolas, Good Omen
Give Card: None
Move: XX -> YY
Location Powers: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
Explore: Hellmouth Lash
Arcane 10: 1d10 + 6 ⇒ (5) + 6 = 11
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Cogsnap resets their hand.
Recharge: 1d4 ⇒ 3 Acidic Bolas, Good Omen, Hellmouth Lash
[u]Summary[/u]
Acquired: Hellmouth Lash
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"
Hand: Clockwork Servant (Core) 2, Acid Flask (Core), Bot Elements 3, Potion of Focus,
Displayed: Slick Leather,
Deck: 16 Discard: 1 Buried: 0
Hero Points: 3
Mythic Charges: 4
Middle of Deck (Unknown Order): Anesthetizing SLime, Potion of Restoration, Blessing of Nethys (Core), Scizore +3, Venomous Hand Crossbow, Clockwork Servant (Core), Lightning Bolt (Core), Blast Stone, Elixir of Focus, The Carnival
Recharged: Elixir of Healing, Alchemist's Fire, Acidic Bolas, Good Omen, Hellmouth Lash,
Discard Pile:
Buried Pile:
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: 3
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. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([ ] or your check against an Automaton, Construct, or Trap Card), add 1d6
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. ([X] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [ ] or any barrier] you may recharge a card to add 1d6 and ignore its immunities.
☐ On (☐ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (☐ or any items); for each item discarded, add 1d6 and the item's traits to the check.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
TColMaster |
During This Adventure: The servitor demon is the henchman Vulture Demon.
In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
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 setting out location decks, add a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Valid Locations: Abyssal River, Grinder, Locust Shrine, Molten Pool, Qlippoth Runestone, Sanctum, Wounded Lands (1d7)
Displayed: Befouled Alter
When you permanently close a location, banish its location deck, display the location card next to the scenario card, and move all characters at that location to the Abyssal Rift. If the number of location cards displayed is less than the number of characters plus 1, summon and build a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Treat the henchman Shamira as the villain. When Shamira is defeated, put a marker on the scenario card, then shuffle Shamira into a location other than the Abyssal Rift. You win the scenario only when the number of markers exceeds the number of characters.
At the start of your turn, draw 1d4 cards.
At the end of your turn, after you reset your hand, recharge 1d4 cards.
Shamira Tokens (Need 5): 2
Scenario Level (#): 3
Turn: 13, Kess/Gimry
Monsters
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.
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_
WotR
Monster 2
Traits:
Undead
Incorporeal
To Defeat:
Combat 18
The Berbalang is immune to the Mental and Poison traits.
If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
If undefeated, discard the top card of your deck.
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_
WotR
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Barriers
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.
WotR
Barrier 4
Traits:
Temptation
To Defeat:
None 0
Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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.
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.
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
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.
WotR
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
Veteran
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.
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.
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.
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.
Spells
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.
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.
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
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.
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.
Armors
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.
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.
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.
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait 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.
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
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.
WotR
Item 1
Traits:
Wand
Magic
Arcane
To Acquire:
Intelligence
Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.
WotR
Item 4
Traits:
Accessory
Magic
Attack
Veteran
To Acquire:
Charisma
Divine 13
For your combat check, bury this card to roll a number of d8s equal to the scenario's adventure deck number and add the scenario's adventure deck number. If the check is to defeat a bane that has the Undead trait, roll d12s instead.
After playing this card, succeed at a Divine 15 check to recharge this card instead of burying it.
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.
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
WotR
Ally 4
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.
WotR
Ally 4
Traits:
Human
Warrior
To Acquire:
Strength
Melee 12
THEN Charisma
Diplomacy 12
Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.
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.
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.
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
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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:
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: 17
Hourglass
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Location #1: Abyssal Rift
Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kess/Gimry, Cogsnap/tcolmaster01, None
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.
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.
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.
Location #2: Locust Shrine
Abyssal
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/AbrahamZ., Seoni/TheChu, None
WotR
Henchman 4
Type: Monster
Traits:
Outsider
Demon
Fire
Mythic
To Defeat:
Combat 40
OR Charisma
Diplomacy 16
Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.
"It's not my job to deal with intruders_ It's my job to discourage the existence of intruders_" -- Shamira
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_
WotR
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Kess - Gimry |
========================
Kess starts her turn.
Hour: Blessing of Pulura
Hour Power:No effect.
Location: Abyssal Rift
Location Power:Side 1: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
Side 2: Blessings played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
Adventure Powers:
Scenario Powers:
SoT Draw: 1d4 ⇒ 1
WotR
Henchman 4
Type: Monster
Traits:
Outsider
Demon
Fire
Mythic
To Defeat:
Combat 40
OR Charisma
Diplomacy 16
Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.
"It's not my job to deal with intruders_ It's my job to discourage the existence of intruders_" -- Shamira
Diplomacy 16: 1d8 + 3 + 1d4 + 1 + 1d8 + 1d8 + 3 ⇒ (1) + 3 + (4) + 1 + (1) + (1) + 3 = 14
Diplomacy - 1d8+3
Brawlers Aid - 1d4+1
Double Blessed - 1d8+1d8
Mythic Marshal (Cha) - 3
Recharge Smith for Brawlers Aid
Use Seoni's Iomedae to bless
Paizo Reroll a d8
Diplomacy 16: 1 + 3 + 4 + 1 + 1 + 1d8 + 3 ⇒ 1 + 3 + 4 + 1 + 1 + (7) + 3 = 20
Defeating a monster lets me heal a card
Kess is healed for 1: (Blessing of the Green Faith). Deck shuffled.
Location closed, we're all back at the Rift
Rift Should be on the d4 Side at the end of my turn
EoT Recharge: 1d4 ⇒ 2
"
Hand: Iron Knuckles, Sedja, Big Eyes (Wolf), Blessing of Abraxas,
Displayed: White War Paint,
Deck: 13 Discard: 2 Buried: 0
Current Location: Abyssal Rift
Hero Points: 2
Spent: 0
NOTES:
Available Support: When I bless local Combat/Charisma checks add 1d12 instead of normal die.
Other: Paizo reroll used for scenario 1-3E?: Y
Middle of Deck (Unknown Order): Magic Chain Mail, Blessing of the Green Faith, Blessing of the Green Faith (2), Crocodile Skin Madu, Verdant Rager, Gecks (Fire Gecko), Topaz of Strength, Smith, Eruataki Coat, Cloud Puff, Blessing of Gozreh
Recharged: Councilor's Ring, Leshykineticist,
Discard Pile:
Buried Pile:
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 (☑ or acquire an ally or a blessing), you may heal a card
☑ When you bless a local Combat or Charisma check, add 1d12 instead of the normal die
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.
Knights of Kenabres:
☑ Righteous Medal of Valor: Strength
☑ Righteous Medal of Command: Charisma
☑ Righteous Medal of Vigor: Constitution
End of Turn Summary
Closed Locust Shrine
Use Seoni's Iomedae to bless
Everyone moves back to Rift
TColMaster |
RNG: 1d6 ⇒ 1
During This Adventure: The servitor demon is the henchman Vulture Demon.
In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
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 setting out location decks, add a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Valid Locations: Abyssal River, Grinder, Locust Shrine, Molten Pool, Qlippoth Runestone, Sanctum, Wounded Lands (1d7)
Displayed: Befouled Alter
When you permanently close a location, banish its location deck, display the location card next to the scenario card, and move all characters at that location to the Abyssal Rift. If the number of location cards displayed is less than the number of characters plus 1, summon and build a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Treat the henchman Shamira as the villain. When Shamira is defeated, put a marker on the scenario card, then shuffle Shamira into a location other than the Abyssal Rift. You win the scenario only when the number of markers exceeds the number of characters.
At the start of your turn, draw 1d4 cards.
At the end of your turn, after you reset your hand, recharge 1d4 cards.
Shamira Tokens (Need 5): 3
Scenario Level (#): 3
Turn: 14, Shardra/AbrahamZ.
Monsters
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_
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_
WotR
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
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_
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
Barriers
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.
WotR
Barrier 4
Traits:
Temptation
Deity
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. 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; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 non-Basic blessings from the box. 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; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.
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
WotR
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
WotR
Weapon 3
Traits:
Spear
Ranged
Piercing
Magic
Mythic
Veteran
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.
WotR
Weapon 4
Traits:
Axe
Melee
Slashing
2-Handed
Magic
Corrupted
Veteran
To Acquire:
Strength
Melee 12
For your combat check, recharge this card to use your Strength or Melee skill + 1d12 plus the scenario's adventure deck number. If proficient with weapons, you may additionally discard this card to add your Strength die and the Acid trait. If the bane has the Plant or Vermin trait, add an additional 1d12. If this card has the Corrupted trait, after the encounter, roll 1d8; on a 1, banish this card, then summon and encounter the henchman Fiendish Tree.
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.
WotR
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
Spells
WotR
Spell B
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.
WotR
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Healing
Elite
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.
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.
WotR
Spell 4
Traits:
Magic
Arcane
Divine
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
When a character attempts to temporarily close a location, you may discard this card; that character automatically succeeds.
When a character attempts to permanently close a location, you may discard this card and expend a mythic charge; that character automatically succeeds.
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 15 check to recharge this card instead of discarding it.
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
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.
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.
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.
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.
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
WotR
Item 4
Traits:
Instrument
Magic
Mythic
To Acquire:
Charisma
Divine 12
Recharge this card to add 1d4 and the Electricity trait to any combat check by a character at your location; ignore a bane's immunity to the Electricity trait for that check.
Discard this card at the end of a turn and expend a mythic charge to allow any number of other characters to move.
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.
WotR
Item 1
Traits:
Book
Elite
To Acquire:
Intelligence
Knowledge 7
Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.
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.
WotR
Item 2
Traits:
Tool
Magic
To Acquire:
Intelligence
Knowledge 10
While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card.
Allies
WotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 10
Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.
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.
WotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 10
Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.
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.
WotR
Ally 4
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.
Blessings
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
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.
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Current Hour:
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: 16
Hourglass
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Location #1: Abyssal Rift
Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kess/Gimry, Shardra/AbrahamZ., Seoni/TheChu, Cogsnap/tcolmaster01, None
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.
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.
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.
Location #2: Abyssal River
Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
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.
WotR
Item B
Traits:
Tool
To Acquire:
Intelligence
Knowledge 7
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.
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.
WotR
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
WotR
Henchman 4
Type: Monster
Traits:
Outsider
Demon
Fire
Mythic
To Defeat:
Combat 40
OR Charisma
Diplomacy 16
Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.
"It's not my job to deal with intruders_ It's my job to discourage the existence of intruders_" -- Shamira
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.
WotR
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.
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_
WotR
Monster 4
Traits:
Dragon
Mythic
To Defeat:
Combat 24
THEN Combat 24
The Umbral Dragon is immune to the Cold trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 11 check or bury her role card.
If undefeated, banish the Umbral Dragon; a random character summons and encounters the Umbral Dragon.
Shardra Z. |
Off turn: move to Rift when Locust Shrine closes
It is the hour of Ascension
Scenario Power: At the start of your turn, draw 1d4 cards.
Draw how many cards?: 1d4 ⇒ 3
Move to: Abyssal River
Location Power: When you would be dealt Combat damage, you are dealt Poison damage instead.
Free exploration
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.
Cha 4, mythic: 1d6 + 3 ⇒ (4) + 3 = 7
Discard Retainer to explore
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.
Shardra is the only character at the location so no one else has to encounter the barrier.
Knowledge 10, mythic: 1d10 + 6 + 3 ⇒ (6) + 6 + 3 = 15
Shardra power: When you succeed at a Knowledge check, you may examine the top two cards of any location deck: Abyssal River 3 = Abyssal Traveler's Kit & Abyssal River 4 = Mad Knight
Discard Redeemer Blacksmith to explore
WotR
Item B
Traits:
Tool
To Acquire:
Intelligence
Knowledge 7
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.
Knowledge 7, mythic: 1d10 + 6 + 3 ⇒ (2) + 6 + 3 = 11
Shardra power: When you succeed at a Knowledge check, you may examine the top two cards of any location deck: Abyssal River 4 = Mad Knight & Abyssal River 5 = Symbol of Insanity
Recovery Phase:
Reset Hand
Scenario Power: At the end of your turn, after you reset your hand, recharge 1d4 cards.
Recharge how many cards?: 1d4 ⇒ 3 Pyrotechnic Blast, Sphere of Fire, Fly.
Turn Summary:
* Abyssal River 1-3 are gone
* Top 2 cards of Abyssal River are known: Mad Knight and Symbol of Insanity.
"
Hand: Divine Blaze, Flame Staff, Abyssal Traveler's Kit,
Displayed: Refuge,
Deck: 14 Discard: 8 Buried: 1
Current Location: Abyssal River
Hero Points: 7
Tshirt Reroll: Available
Mythic Charges: 3
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 locationRefuge displayed on Seoni
Abyssal Traveler's Kit: recharge +1d4 to any check at any Abyssal location (which is all of them in this scenario)
Middle of Deck (Unknown Order): Cleric of Nethys, Major Cure, Ice Strike (Core), Blessing of Pharasma 2, Shield Cloak, Chronicler
Recharged: Fire Snake, Skinstitcher's Manual, Kolo (WoTR), Holy Light, Aqueous Orb, Pyrotechnic Blast, Sphere of Fire, Fly,
Discard Pile:
Buried Pile:
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 ☐ 7
Proficiencies:
Light Armors | ☐ Heavy Armors
POWERS (Role: Visionary):
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 ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier (☐ or close a location), you may use your Knowledge skill instead of the listed skill. (☐ Characters gain this power while at your location.)
☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.
Mythic Hierophant: Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
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.
Knight of Kenabres: 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 Spirit: Wisdom
Righteous Medal of Vigor: Constitution
Righteous Medal: Charisma
Seoni - The Chu |
========================
Seoni starts her turn.
Hour: Blessing of Ascension
Hour Power:No effect.
Location: Abyssal Rift
Location Power: Side 1: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
Side 2: Blessings played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
Scenario Powers: At the start of your turn, draw 1d4 cards.
At the end of your turn, after you reset your hand, recharge 1d4 cards.
BYA Drawing: 1d4 ⇒ 4
Seoni moves to the Abyssal River.
At end of move phase, recharging Fortune-Teller and selecting Bane, then examining the top card of location deck for possible explore
Monster 1
Traits:
Human
Cavalier
Veteran
To Defeat:
Combat 13
The difficult of the check to defeat is increased by the scenario's adventure deck number.
Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
If defeated, draw a random blessing that has the Corrupted trait from the box.
Combat 17 (13+4): 1d12 + 4 + 2 + 4 + 3d6 ⇒ (9) + 4 + 2 + 4 + (4, 2, 2) = 27
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 4
Frost Ray: 3d6
Drawing Random Blessing 2: Blessing of Deskari
Default explore:
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Ask Shardra for her Abyssal Traveler's Kit
Wisdom 14: 1d12 + 4 - 4 + 1d12 + 1d8 + 1d4 ⇒ (1) + 4 - 4 + (6) + (7) + (2) = 16
Charisma: 1d12+4
Gem of Mental Acuity (Charisma): -4
Bless (The Foreign Trader): 1d12
The Foreign Trader (Intelligence die): 1d8
Miscellaneous: Abyssal Traveler's Kit: 1d4
EoT Recharge: 1d4 ⇒ 2 = Good Omen, Academae Student
Hand: Wand of Acid Burst, Blessing of Iomedae, Blessing of Deskari,
Displayed: Magic Leather Armor (Core),
Deck: 9 Discard: 8 Buried: 0
Current Location: Abyssal River
Hero Points: 3
Mythic Charges: 4
NOTES:
Available Support: Saving for myself - None
* Blessing of Deskari - Add 1 die to any check
* 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 Abyssal Rift if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Life Drain (Core)
Recharged: Lightning Touch (Core), Incanter (Issa), Blessing of Pharasma, Fortune-teller (Janni), Frost Ray, Gem of Mental Acuity (Core), Good Omen (Core), Acadamae Student (Peri),
Discard Pile:
Buried Pile:
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:
- For your power feat, you may check any 1 of the traits below. That trait applies in any power that uses the word ""mastered.""
☐ Acid ☐ Cold ☑ Electricity ☐ Fire
- 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.
- ☑ Add 4 to your check that has a mastered trait.
- 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.
- Knights of Kenabres: 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 Command: Charisma
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
End of Turn Summary:
- Moved to Abyssal River
- Defeated Cards 1,2 of Abyssal River (Mad Knight, Symbol of Insanity)
- Asked Shardra for her Abyssal Traveler's Kit
- Discarded The Foreign Trader
- Recharged Frost Ray, Gem of Mental Acuity, Good Omen, Acadamae Student
TColMaster Cogsnap |
Out of Turn Updates: None
Turn - Hour:LBlessing of Ascension
Hour Rules: None
SOT: Draw: 1d4 ⇒ 1 Starbow
Give Card: None
Move: Abyssal River
Location Powers: When you would be dealt Combat damage, you are dealt Poison damage instead.
Explore: Shamira
Bot Elements, Potion of Focus
Charisma 16: 2d6 + 1d10 + 7 ⇒ (2, 4) + (8) + 7 = 21
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Potion of Focus Craft 10: 1d10 + 7 ⇒ (8) + 7 = 15
Cogsnap resets their hand.
Recharge: 1d4 ⇒ 1 Acid Flask
[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
"
Hand: Starbow, Elixir of Focus, Blessing of Nethys (Core), Clockwork Servant (Core) 2, Anesthetizing SLime, The Carnival,
Displayed: Slick Leather,
Deck: 14 Discard: 2 Buried: 0
Hero Points: 3
Mythic Charges: 4
Middle of Deck (Unknown Order): Lightning Bolt (Core), Blast Stone, Clockwork Servant (Core), Potion of Restoration, Scizore +3, Venomous Hand Crossbow
Recharged: Elixir of Healing, Alchemist's Fire, Acidic Bolas, Good Omen, Hellmouth Lash, Potion of Focus, Acid Flask (Core),
Discard Pile:
Buried Pile:
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: 3
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. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([ ] or your check against an Automaton, Construct, or Trap Card), add 1d6
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. ([X] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [ ] or any barrier] you may recharge a card to add 1d6 and ignore its immunities.
☐ On (☐ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (☐ or any items); for each item discarded, add 1d6 and the item's traits to the check.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
TColMaster |
RNG: 1d5 ⇒ 4
During This Adventure: The servitor demon is the henchman Vulture Demon.
In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
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 setting out location decks, add a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Valid Locations: Abyssal River, Grinder, Locust Shrine, Molten Pool, Qlippoth Runestone, Sanctum, Wounded Lands (1d7)
Displayed: Befouled Alter
When you permanently close a location, banish its location deck, display the location card next to the scenario card, and move all characters at that location to the Abyssal Rift. If the number of location cards displayed is less than the number of characters plus 1, summon and build a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
Treat the henchman Shamira as the villain. When Shamira is defeated, put a marker on the scenario card, then shuffle Shamira into a location other than the Abyssal Rift. You win the scenario only when the number of markers exceeds the number of characters.
At the start of your turn, draw 1d4 cards.
At the end of your turn, after you reset your hand, recharge 1d4 cards.
Shamira Tokens (Need 5): 3
Scenario Level (#): 3
Turn: 17, Kess/Gimry
Monsters
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 21
OR Wisdom 13
The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
If you played a boon to examine this card, bury the boon.
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_
WotR
Monster 3
Traits:
Outsider
Demon
Fighter
AND
Dragon
To Defeat:
(Dragon)
Combat 21
THEN (Rider)
Combat 23
The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.
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_
WotR
Monster 4
Traits:
Undead
Incorporeal
To Defeat:
Combat 22
The Greater Shadow is immune to the Mental and Poison traits.
If the check to defeat has the Basic or Elite trait, the Greater Shadow is undefeated.
When you are dealt damage by the Greater Shadow, you must first choose blessings to discard as your damage, if you have any.
Negative energy and devoured souls increase its size_
Barriers
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.
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.
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.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 non-Basic blessings from the box. 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; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.
WotR
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Weapons
WotR
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
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.
WotR
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
Veteran
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.
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.
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
WotR
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
WotR
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.
WotR
Spell 3
Traits:
Magic
Arcane
Divine
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.
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.
WotR
Spell 1
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 6
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.
Armors
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.
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Reveal this card to add 2 and the Piercing trait to your Melee combat or Diplomacy check.
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.
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.
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
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.
WotR
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 6
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Items
WotR
Item 3
Traits:
Object
Magic
To Acquire:
Arcane
Divine
Craft 9
Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1.
When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6.
WotR
Item 3
Traits:
Book
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
Remove this card from the game to gain an Intelligence, Wisdom, or Charisma skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.
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.
WotR
Item 3
Traits:
Item
Mythic
To Acquire:
Banish an Item 0
Recharge this card and reveal a blessing to add your number of mythic charges to your Arcane or Divine check; then, if the revealed blessing had the Corrupted trait, expend a charge.
Discard this card to draw a random blessing from your discard pile.
WotR
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.
Allies
WotR
Ally 4
Traits:
Human
Warrior
To Acquire:
Strength
Melee 12
THEN Charisma
Diplomacy 12
Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.
WotR
Ally 1
Traits:
Mongrel
Guard
Veteran
To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.
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.
WotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 10
Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.
WotR
Ally 1
Traits:
Mongrel
Elite
To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.
Blessings
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.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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:
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: 13
Hourglass
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Location #1: Abyssal Rift
Closed
At This Location: Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
When Permanently Closed: This location is never permanently closed.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kess/Gimry, Shardra/AbrahamZ., Seoni/TheChu, Cogsnap/tcolmaster01, None
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.
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.
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.
Location #2: Sanctum
Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M: 3 Ba: 1 W: 2 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
WotR
Barrier 4
Traits:
Temptation
Deity
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.
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_
WotR
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. Add another 1d8 if the bane has the Demon trait. If not proficient with weapons, the difficulty of this check is increased by 4.
WotR
Henchman 4
Type: Monster
Traits:
Outsider
Demon
Fire
Mythic
To Defeat:
Combat 40
OR Charisma
Diplomacy 16
Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.
"It's not my job to deal with intruders_ It's my job to discourage the existence of intruders_" -- Shamira
WotR
Spell 3
Traits:
Magic
Arcane
Trap
Elite
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 2d6.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 20 or lower; you may bury this card to put the evaded 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 10 check to recharge this card instead of discarding or burying it.
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.
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.
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
Kess - Gimry |
========================
Kess starts her turn.
Hour: Blessing of Pulura
Hour Power:No effect.
Location: Abyssal Rift
Location Power:Side 1: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
Side 2: Blessings played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
Adventure Powers:
Scenario Powers:
SoT Draw: 1d4 ⇒ 2
Move to Sanctum
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.
Auto fail this
Discard Big Eyes to explore again
WotR
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Combat 11: 1d10 + 5 + 1d12 + 1d4 + 1d8 + 3 ⇒ (8) + 5 + (1) + (4) + (3) + 3 = 24
Combat(Melee) - 1d10+5
Brawlers Might - 1d12
Iron Knuckles - 1d4
White War Paint - 1d8
Mythic Marshall (Str) - 3
Defeating a monster lets me heal a card
Kess is healed for 1: (Blessing of the Starsong). Deck shuffled.
Discard Abraxas to explore again
WotR
Barrier 4
Traits:
Temptation
Deity
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.
Display Gift
EoT recharge: 1d4 ⇒ 1
"
Hand: Iron Knuckles, Sedja, Smith, Blessing of the Green Faith, Blessing of Gozreh,
Displayed: White War Paint,
Deck: 11 Discard: 3 Buried: 0
Current Location: Abyssal Rift
Hero Points: 2
Spent: 0
NOTES:
Available Support: When I bless local Combat/Charisma checks add 1d12 instead of normal die.
Other: Paizo reroll used for scenario 1-3E?: Y
Middle of Deck (Unknown Order): Cloud Puff, Crocodile Skin Madu, Verdant Rager, Gecks (Fire Gecko), Topaz of Strength, Blessing of the Starsong, Magic Chain Mail, Leshykineticist, Blessing of the Green Faith (2), Councilor's Ring
Recharged: Eruataki Coat,
Discard Pile:
Buried Pile:
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 (☑ or acquire an ally or a blessing), you may heal a card
☑ When you bless a local Combat or Charisma check, add 1d12 instead of the normal die
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.
Knights of Kenabres:
☑ Righteous Medal of Valor: Strength
☑ Righteous Medal of Command: Charisma
☑ Righteous Medal of Vigor: Constitution
End of Turn Summary
Banished top 2 cards of Sanctum
Displayed Card 3 of Sanctum
Shardra Z. |
Off turn: recharge Abyssal Travelers Kit for Seoni.
It is the hour of Ascension
Scenario Power: At the start of your turn, draw 1d4 cards.
Draw how many cards?: 1d4 ⇒ 2
Move to: Sanctum
Location Power: When you move, bury a card. I *think* this power doesn't apply when moving *to* the Sanctum, only after you are there, but if that's incorrect I'll have to retcon by burying Divine Blaze.
Free exploration
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_
Send Divine Blaze to Recovery (or use Flame Staff if I had to bury Divine Blaze when I moved to Sanctum)
Combat 15, mythic: 1d10 + 7 + 3 + 3d8 ⇒ (6) + 7 + 3 + (4, 5, 8) = 33
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.
Discard Cleric of Nethys to examine top 2 cards of location - Demonbane Longsword +2 and Shamira - reorder with Shamira on top, then explore.
Note: posted a question in Discord about whether we really want the Weapon 4. The difficulty is that I have no good way of getting it (even with a blessing, the best I could do would be to roll 2d6 in hopes of getting a 12).
WotR
Henchman 4
Type: Monster
Traits:
Outsider
Demon
Fire
Mythic
To Defeat:
Combat 40
OR Charisma
Diplomacy 16
Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.
"It's not my job to deal with intruders_ It's my job to discourage the existence of intruders_" -- Shamira
Ask Seoni for Blessing of Iomedae
Spend 2 mythic charges (now have 1 remaining)
Cha 16, mythic: 2d20 + 1d6 + 3 ⇒ (9, 19) + (3) + 3 = 34
Banish Sanctum, move everyone to the Rift, build a new random location, display another Shamira marker (only 1 more needed).
Mythic power: heal 1 card - Blessing of Pharasma 1
Recovery Phase:
Recharge Divine Blaze? Divine 4, mythic: 1d10 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Reset Hand
Scenario Power: At the end of your turn, after you reset your hand, recharge 1d4 cards.
Recharge how many cards?: 1d4 ⇒ 3 Recharge blessing of Pharasma 2, Sphere of Fire, Full Plate
"
Hand: Flame Staff, Blessing of Pharasma 1, Kolo (WoTR),
Displayed: Refuge,
Deck: 15 Discard: 8 Buried: 1
Current Location: Sanctum
Hero Points: 7
Tshirt Reroll: Available
Mythic Charges: 1
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
Refuge displayed on Seoni
Middle of Deck (Unknown Order): Skinstitcher's Manual, Ice Strike (Core), Abyssal Traveler's Kit, Fly, Aqueous Orb, Pyrotechnic Blast, Holy Light, Fire Snake, Major Cure, Shield Cloak, Chronicler
Recharged: Divine Blaze, Blessing of Pharasma 2, Sphere of Fire, Full Plate,
Discard Pile:
Buried Pile:
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 ☐ 7
Proficiencies:
Light Armors | ☐ Heavy Armors
POWERS (Role: Visionary):
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 ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier (☐ or close a location), you may use your Knowledge skill instead of the listed skill. (☐ Characters gain this power while at your location.)
☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.
Mythic Hierophant: Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
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.
Knight of Kenabres: 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 Spirit: Wisdom
Righteous Medal of Vigor: Constitution
Righteous Medal: Charisma
TColMaster |
Development
Combat in the Midnight Isles is not entirely without its merits. When you kill demons here, the humiliation of their defeat must sting all the more. But you are not making progress in your quest to get home.
With Shamira on your tail, you dive through the gaping rift out of Alushinyrra. The fiery protector has toyed with you long enough. You must continue on your journey out of the Abyss.
There’s no rest for the wicked... or respite for the righteous. After plummeting through the rift, you plunge into the brackish waters of the Abyss. These waters are fed by the River Styx, so you’ll need to find a way out of their depths. Spotting the shores of the Midnight Isles, you swim toward landfall. There will still be demons there, but at least you’ll be dry.
Rewards
Each character draws an armor or a blessing from the box. For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace 1 spell in her deck with the loot Transmogrify. At the end of each scenario, return the loot to the game box.
Loot
Type: Spell
Traits: Magic Arcane Divine Attack
To Acquire: 0
When a character at your location encounters a monster, display this card next to that monster. While displayed, the difficulty of checks to defeat that monster is decreased by your Arcane or Divine skill + 1d6. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 16 check. If you succeed, recharge this card; if you fail, discard it.
Redeemer Blacksmith (Ally 3)
Retainer (Ally B)
Sniper's Studded Leather (Armor 3)
Blessing of Abadar (Blessing B)
Blessing of the Starsong (Blessing 3)
Blessing of Deskari (Blessing 1)
Blessing of the Starsong (Blessing 3)
Skinstitcher's Manual (Item 4)
Abyssal Traveler's Kit (Item B)
Potion of Restoration (Item 1)
Potion of Restoration (Item 1)
Hellmouth Lash (Spell 3)
Refuge (Spell 3)
Divine Blaze (Spell 4)
Good Omen (Spell B)
Scizore +3 (Weapon 4)
TColMaster |
1-4B: WITH A BIT OF A MIND FLIP
You clamber out of the River Styx, struggling to get the stink of the charnel waters off you. Overhead, the f lapping of horrid wings distracts you from your struggle. You can sense malice directed at you… and hunger. Guttural chanting echoes from every direction.
On the shore, a nattering demonling runs up to you and pokes at your boots in slavering anticipation. “You have skin!” it says. “I eat your skin!”
No doubt a single swing of your blade would end this wretch’s time on this plane. But this is an opportunity, and it’s time to seize it.
“We have some questions,” you inform the creature. “We’ll give you this boot if you tell us.”
“Boot for Jibbli!” he says. “Whatchoo wanna know?”
“Where are we, and who wants us dead here?” you ask.
“Oh, ebbrybody! You in the realm of Defiled One! He ain’t no fun!”
It’s best to gain some more information. You ask, “Defiled how, exactly?”
“He’s an angel! ’Cept kinda headless. Angels don’t like their heads getting bit off!”
Oh, that’s lovely. If you’re lucky, you can make it out of this realm without encountering an angel that’s been perverted by the Abyss. Or the thing that bit its head off.
“At least you get to fight the dragon!” Jibbli says. “Melazmera will eat your bones! Before she kills you! Is entertainment!”
Great. Now that he’s told you all he knows, this talkative demon is probably a liability. You’d better do something to end the possibility that he informs the angel or the dragon of your presence.
“Here’s the left boot, Jibbli,” you say as he leaps upon the prize.
“Jibbli’s greatest wish fulfilled!” he says.
“And if you promise not to tell anyone we’re here, we’ll give you the matching right boot.”
“Okay!” Jibbli says. “What’s a ‘promise’?”
TColMaster |
During This Adventure: The servitor demon is the henchman Vulture Demon.
In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
After you begin Adventure 2, choose a mythic path card. For the rest of the Adventure Path, when you play a scenario in Adventure 2 or higher, the card you chose is your mythic path card.
During This Scenario:
Additional Rules: After you add henchmen to location decks, divide each deck
in half to create 2 decks for each location card. Treat each as a
separate location. When you close a location, banish both of its
location decks.
At the end of your move step, if you are at an open location, roll 1d6.
If the result is odd, move to the other deck for your location card.
The first time during this scenario that a henchman would be
encountered in a location deck, exchange it for the villain The
Defiled One. You win the scenario only when you defeat and corner
The Defiled One.
Scenario Level (#): 3
Turn: 0, Shardra/AbrahamZ.
Monsters
WotR
Monster 3
Traits:
Outsider
Demon
Vermin
To Defeat:
Combat 23
The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
If undefeated, discard the top card of your deck.
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.
WotR
Monster 3
Traits:
Outsider
Demon
Fighter
AND
Dragon
To Defeat:
(Dragon)
Combat 21
THEN (Rider)
Combat 23
The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.
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_
WotR
Monster 3
Traits:
Outsider
To Defeat:
Combat 21
Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_
Barriers
WotR
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
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.
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.
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.
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
WotR
Weapon 4
Traits:
Axe
Melee
Slashing
2-Handed
Magic
Corrupted
Veteran
To Acquire:
Strength
Melee 12
For your combat check, recharge this card to use your Strength or Melee skill + 1d12 plus the scenario's adventure deck number. If proficient with weapons, you may additionally discard this card to add your Strength die and the Acid trait. If the bane has the Plant or Vermin trait, add an additional 1d12. If this card has the Corrupted trait, after the encounter, roll 1d8; on a 1, banish this card, then summon and encounter the henchman Fiendish Tree.
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.
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.
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.
WotR
Weapon 4
Traits:
Scizore
Shield
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and you are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
Spells
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
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.
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.
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.
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
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.
WotR
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Acrobatics 9
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
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.
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.
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.
WotR
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 4
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
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.
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.
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.
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.
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.
Allies
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.
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.
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.
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.
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
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.
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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:
Traits:
To Acquire:
Hours Remaining: 30
[b]Hourglass
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Harem of Ardent Dreams
Abyssal
At This Location: If you play an ally that does not have the Animal trait during an encounter, end your turn after the encounter.
When Closing: Summon and defeat the henchman Lust Demon.
When Permanently Closed: On closing, end your turn.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: A: 1-5
B: 6-10
Location #2: Locust Shrine
Abyssal
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: A: 1-5
B: 6-10
Location #3: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: A: 1-5
B: 6-10
Location #4: Harvester's Pit
Abyssal
At This Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
M: 4 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: A: 1-5
B: 6-10
Location #5: Befouled Altar
Abyssal
At This Location: If you fail a check to defeat a monster, discard a card from the blessings deck.
When Closing: Summon and defeat the henchman Cultist of Baphomet.
When Permanently Closed: On closing, bury a blessing from your discard pile.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: A: 1-5
B: 6-10
Location #6: Grinder
At This Location: Begin the scenario with this side up. If you acquire a boon, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location, then banish the Grinder.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: A: 1-5
B: 6-10
Kess - Gimry |
Start at Harvesters Pit A
"
Hand: Councilor's Ring, Topaz of Strength, Iron Knuckles, Gecks (Fire Gecko), Smith, Blessing of Gozreh,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Harvester's Pit
Hero Points: 2
Spent: 0
NOTES:
Available Support: When I bless local Combat/Charisma checks add 1d12 instead of normal die.
Other: Paizo reroll used for scenario 1-4B?: Y
Middle of Deck (Unknown Order): Magic Chain Mail, Cloud Puff, Blessing of Gorum, Leshykineticist, Big Eyes (Wolf), Blessing of the Green Faith (2), Eruataki Coat, Thylacine, Sedja, Crocodile Skin Madu, Verdant Rager, Blessing of the Green Faith, White War Paint
Recharged:
Discard Pile:
Buried Pile:
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 (☑ or acquire an ally or a blessing), you may heal a card
☑ When you bless a local Combat or Charisma check, add 1d12 instead of the normal die
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.
Knights of Kenabres:
☑ Righteous Medal of Valor: Strength
☑ Righteous Medal of Command: Charisma
☑ Righteous Medal of Vigor: Constitution
TColMaster Cogsnap |
Starting: Locust Shrine A
"
Hand: Clockwork Servant (Core), Lightning Bolt (Core), Potion of Focus, Alchemist's Fire, The Carnival, Elixir of Love, Clockwork Servant (Core) 2,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 3
Mythic Charges: 4
Middle of Deck (Unknown Order): Blast Stone, Bottled Lightning, Anesthetizing SLime, Bot Elements 3, Acidic Bolas, Elixir of Focus, Acid Flask (Core), Slick Leather, Venomous Hand Crossbow, Blessing of Nethys (Core), Elixir of Healing
Recharged:
Discard Pile:
Buried Pile:
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: 3
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. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([ ] or your check against an Automaton, Construct, or Trap Card), add 1d6
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. ([X] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [ ] or any barrier] you may recharge a card to add 1d6 and ignore its immunities.
☐ On (☐ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (☐ or any items); for each item discarded, add 1d6 and the item's traits to the check.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Shardra Z. |
Start at Befouled Altar A
"
Hand: Ice Strike (Core), Fire Snake, Flame Staff, Crystal Ball, Cleric of Nethys, Blessing of Pharasma 2, Blessing of Abadar, Kolo (WoTR),
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Befouled Altar A
Hero Points: 7
Tshirt Reroll: Available
Mythic Charges: 4
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
Crystal Ball: discard to examine and reorder top 3 local cards.
Middle of Deck (Unknown Order): Major Cure, Blessing of Abraxas, Holy Light, Vampire Bat, Blessing of Nethys, Transmogrify, Aqueous Orb, Fly, Shield Cloak, Sphere of Fire, Blessing of Pharasma 1
Recharged:
Discard Pile:
Buried Pile:
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 ☑ 7
Proficiencies:
Light Armors | ☐ Heavy Armors
POWERS (Role: Visionary):
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 ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier (☐ or close a location), you may use your Knowledge skill instead of the listed skill. (☐ Characters gain this power while at your location.)
☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.
Mythic Hierophant: Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
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.
Knight of Kenabres: 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 Spirit: Wisdom
Righteous Medal of Vigor: Constitution
Righteous Medal: Charisma
Seoni - The Chu |
Seoni starts at the Befouled Altar B.
Hand: Lightning Bolt (Core), Vampiric Touch, Good Omen (Core), Wand of Enervation (Core), Blessing of Pharasma, Blessing of the Gods, Count Jeggare,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Befouled Altar
Hero Points: 3
Mythic Charges: 4
NOTES:
Available Support: Saving for myself - None
* Good Omen - Add 1d6+# to any check to acquire, close, or guard
* Wand of Enervation - On any combat check, decrease difficulty by 2d4
* Blessing of Pharasma - Add 1 die to any check, add 2 dice to any check where a spell was cast
* Blessing of the Gods - Add 1 die to any check, may treat this as the same as the current hour
* Count Jeggare - Add 1d6 to a local Arcane, Knowledge, or Perception check, or any global check to recharge
Movement: Move me to the Grinder or Harem of Ardent Dreams if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Frost Ray, Magic Leather Armor (Core), Blessing of Iomedae, Wand of Acid Burst, Acadamae Student (Peri), Incanter (Issa), Korvosan House Drake (Lockheed), Death's Touch (Core), Gem of Mental Acuity (Core), The Foreign Trader, Life Drain (Core), Fortune-teller (Janni)
Recharged:
Discard Pile:
Buried Pile:
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:
- For your power feat, you may check any 1 of the traits below. That trait applies in any power that uses the word ""mastered.""
☐ Acid ☐ Cold ☑ Electricity ☐ Fire
☑ You may add 1 mastered trait to your check.
- 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.
- ☑ Add 4 to your check that has a mastered trait.
- 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.
- Knights of Kenabres: 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 Command: Charisma
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
TColMaster |
During This Adventure: The servitor demon is the henchman Vulture Demon.
In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
After you begin Adventure 2, choose a mythic path card. For the rest of the Adventure Path, when you play a scenario in Adventure 2 or higher, the card you chose is your mythic path card.
During This Scenario:
Additional Rules: After you add henchmen to location decks, divide each deck
in half to create 2 decks for each location card. Treat each as a
separate location. When you close a location, banish both of its
location decks.
At the end of your move step, if you are at an open location, roll 1d6.
If the result is odd, move to the other deck for your location card.
The first time during this scenario that a henchman would be
encountered in a location deck, exchange it for the villain The
Defiled One. You win the scenario only when you defeat and corner
The Defiled One.
Scenario Level (#): 3
Turn: 1, Seoni/TheChu
Monsters
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.
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_
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_
WotR
Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.
WotR
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Barriers
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 non-Basic blessings from the box. 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; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.
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.
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.
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.
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.
Weapons
WotR
Weapon 3
Traits:
Spear
Ranged
Piercing
Magic
Mythic
Veteran
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.
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.
WotR
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
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.
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.
Spells
WotR
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Healing
Elite
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.
WotR
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
WotR
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card. While displayed, reduce Combat damage dealt to you by 1d4; add 1d6 and the Poison trait to combat checks by characters at your location. At the end of your turn, you may move. Then if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
WotR
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
WotR
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.
Armors
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
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.
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.
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.
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.
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
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.
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.
WotR
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Melee 11
If this is your first combat check of the turn, reveal this card to add 1d8 to your Strength or Melee check. After playing this card, if proficient with light armors, you may recharge this card and draw a card.
WotR
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic
To Acquire:
Dexterity
Ranged 12
If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.
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.
Allies
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.
WotR
Ally 3
Traits:
Outsider
Devil
Temptation
To Acquire:
Intelligence
Charisma
Arcane 7
During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.
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.
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.
WotR
Ally 4
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.
Blessings
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.
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.
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.
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.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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:
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hours Remaining: 29
Hourglass
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Harem of Ardent Dreams
Abyssal
At This Location: If you play an ally that does not have the Animal trait during an encounter, end your turn after the encounter.
When Closing: Summon and defeat the henchman Lust Demon.
When Permanently Closed: On closing, end your turn.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: A: 1-5
B: 6-10
WotR
Ally 1
Traits:
Mongrel
Guard
Veteran
To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.
WotR
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
If undefeated, each character at your location is dealt 1d4-1 Combat damage and does not reset her hand.
As this ponderous golem inexorably advances, you'll only hear the sound of grinding stone_
WotR
Henchman 4
Type: Monster
Traits:
Pitborn
Demon
Cleric
To Defeat:
Combat 25
Before you act, attempt a Charisma or Diplomacy 12 check. If you fail, when you would be dealt an amount of damage by the Demoniac, discard that number of card from the blessings deck instead; that damage may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Baphomet has a legion of followers_ Try not to be one_
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.
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.
WotR
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
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.
WotR
Ally 4
Traits:
Human
Warrior
To Acquire:
Strength
Melee 12
THEN Charisma
Diplomacy 12
Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.
WotR
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Location #2: Locust Shrine
Abyssal
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Cogsnap/tcolmaster01, A: 1-5
B: 6-10
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_
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire 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.
WotR
Barrier 4
Traits:
Temptation
Deity
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.
WotR
Monster 4
Traits:
Construct
Obstacle
Lock
To Defeat:
Combat 30
OR Disable 17
You may not play spells that have the Attack trait. Cards that affect barriers affect this card.
If undefeated, leave this monster faceup on its location deck. Characters at this location encounter this card as their first exploration each turn. When this location has no other cards, banish this card.
If you make one false move, its spiked arms and savage blades will surround you_
WotR
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Cold
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
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 14 check to recharge this card instead of discarding it.
WotR
Barrier 4
Traits:
Temptation
To Defeat:
None 0
Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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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.
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Ally 4
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 9
Discard this card to give any number of cards to another character.
Discard this card to explore your location.
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Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.
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Henchman 4
Type: Monster
Traits:
Pitborn
Demon
Cleric
To Defeat:
Combat 25
Before you act, attempt a Charisma or Diplomacy 12 check. If you fail, when you would be dealt an amount of damage by the Demoniac, discard that number of card from the blessings deck instead; that damage may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Baphomet has a legion of followers_ Try not to be one_
Location #3: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: A: 1-5
B: 6-10
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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.
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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.
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Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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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.
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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_
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Item B
Traits:
Tool
To Acquire:
Intelligence
Knowledge 7
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.
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Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.
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Henchman 4
Type: Monster
Traits:
Dragon
Mythic
To Defeat:
Combat 28
THEN Combat 32
Melazmera is immune to the Cold trait. During this encounter, you cannot succeed at checks to recharge spells.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 10 check. Characters who succeed expend 1 mythic charge; characters who fail expend 1d4 charges.
If defeated, you may shuffle Melazmera into a random other open location to immediately attempt to close your location.
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Monster 3
Traits:
Aberration
Sorcerer
To Defeat:
Combat 21
OR Knowledge 15
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_
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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.
Location #4: Harvester's Pit
Abyssal
At This Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
M: 4 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kess/Gimry, A: 1-5
B: 6-10
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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.
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Item 4
Traits:
Book
Magic
To Acquire:
Strength
Dexterity
Constitution 13
Remove this card from the game to gain a Strength, Dexterity, or Constitution skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.
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Henchman 4
Type: Monster
Traits:
Pitborn
Demon
Cleric
To Defeat:
Combat 25
Before you act, attempt a Charisma or Diplomacy 12 check. If you fail, when you would be dealt an amount of damage by the Demoniac, discard that number of card from the blessings deck instead; that damage may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Baphomet has a legion of followers_ Try not to be one_
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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.
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Spell B
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.
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Monster 4
Traits:
Demon
Curse
To Defeat:
Combat 22
The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.
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Monster 2
Traits:
Undead
Incorporeal
To Defeat:
Combat 18
The Berbalang is immune to the Mental and Poison traits.
If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
If undefeated, discard the top card of your deck.
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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.
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Spell 3
Traits:
Magic
Arcane
Divine
Attack
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 10
When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Location #5: Befouled Altar
Abyssal
At This Location: If you fail a check to defeat a monster, discard a card from the blessings deck.
When Closing: Summon and defeat the henchman Cultist of Baphomet.
When Permanently Closed: On closing, bury a blessing from your discard pile.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: Shardra/AbrahamZ., Seoni/TheChu, A: 1-5
B: 6-10
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Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
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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_
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.
WotR
Spell 4
Traits:
Magic
Divine
Attack
Fire
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
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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.
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.
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.
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Henchman 4
Type: Monster
Traits:
Pitborn
Demon
Cleric
To Defeat:
Combat 25
Before you act, attempt a Charisma or Diplomacy 12 check. If you fail, when you would be dealt an amount of damage by the Demoniac, discard that number of card from the blessings deck instead; that damage may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Baphomet has a legion of followers_ Try not to be one_
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Location #6: Grinder
At This Location: Begin the scenario with this side up. If you acquire a boon, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location, then banish the Grinder.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: A: 1-5
B: 6-10
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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.
WotR
Item 4
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 12
When a monster deals an amount of damage to you before you act, recharge this card to reduce that damage to 0, and add that amount to your checks against the monster.
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_
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.
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_
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.
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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.
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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.
WotR
Weapon 4
Traits:
Pick
Melee
Piercing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.
WotR
Henchman 4
Type: Monster
Traits:
Pitborn
Demon
Cleric
To Defeat:
Combat 25
Before you act, attempt a Charisma or Diplomacy 12 check. If you fail, when you would be dealt an amount of damage by the Demoniac, discard that number of card from the blessings deck instead; that damage may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Baphomet has a legion of followers_ Try not to be one_
Seoni - The Chu |
========================
Seoni starts her turn.
Hour: Blessing of Ascension
Hour Power:No effect.
Location: Befouled Altar
Location Power: If you fail a check to defeat a monster, discard a card from the blessings deck.
Scenario Powers: At the end of your move step, if you are at an open location, roll 1d6. If the result is odd, move to the other deck for your location card.
The first time during this scenario that a henchman would be encountered in a location deck, exchange it for the villain The Defiled One. You win the scenario only when you defeat and corner The Defiled One.
Odd = Move?: 1d6 ⇒ 5
Seoni moves to Befouled Altar A and explores.
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Discarding Blessing of Ascension to explore again
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Arcane 8: 1d12 + 4 + 2 + 4 + 1d6 ⇒ (6) + 4 + 2 + 4 + (3) = 19
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 4
Miscellaneous: Count Jeggare: 1d6
Using Seoni's Draw power after acquiring an ally or spell: The Foreign Trader
Discarding Blessing of the Gods to explore again
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_
Combat 11: 1d12 + 4 + 2 + 4 + 1d6 + 2d6 + 4 ⇒ (10) + 4 + 2 + 4 + (3) + (3, 2) + 4 = 32
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 4
Miscellaneous: Count Jeggare: 1d6
Vampiric Touch: 2d6
Adding/Existing Elemental Mastery Trait: 4
Random heal from Life Drain/Vampiric Touch: Blessing of Ascension
Discarding Blessing of Pharasma to explore again
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.
Wisdom 4: 1d6 + 4 ⇒ (5) + 4 = 9
Wisdom: 1d6
Adding/Existing Elemental Mastery Trait: 4
Discarding Blessing of Shelyn to explore again
Spell 4
Traits:
Magic
Divine
Attack
Fire
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Wisdom 12: 1d6 + 4 + 1d6 + 4 ⇒ (2) + 4 + (1) + 4 = 11
Wisdom: 1d6
Adding/Existing Elemental Mastery Trait: 4
Good Omen: 1d6+4
Hero point that (2 Remaining)
Wisdom 12: 1d6 + 4 + 1d6 + 4 ⇒ (1) + 4 + (5) + 4 = 14
Wisdom: 1d6
Adding/Existing Elemental Mastery Trait: 4
Good Omen: 1d6+4
Using Seoni's Draw power after acquiring an ally or spell: Korvosan House Drake
Attempting to close location
Henchman B
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Using Seoni's Discard power (Divine Blaze) to draw (Vampiric Touch) from discard or recovery pile
Combat 14 (10+4): 1d12 + 4 + 2 + 4 + 1d6 + 2d6 + 4 ⇒ (12) + 4 + 2 + 4 + (2) + (4, 6) + 4 = 38
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 4
Miscellaneous: Count Jeggare: 1d6
Vampiric Touch: 2d6
Adding/Existing Elemental Mastery Trait: 4
Random heal from Life Drain/Vampiric Touch: Blessing of Shelyn
Don't know whether that actually closes the location with the henchman in the B location, but if so, I'll bury Blessing of the Gods
Seoni attempts to recover all cards in her Recovery pile.
Good Omen (Core): Arcane 8: 1d12 + 4 + 4 ⇒ (1) + 4 + 4 = 9 -> Good Omen (Core) recharged.
Hand: Lightning Bolt (Core), Fiery Glare, Wand of Enervation (Core), Korvosan House Drake (Lockheed), The Foreign Trader, Count Jeggare,
Displayed:
Deck: 13 Discard: 4 Buried: 0
Current Location: Befouled Altar
Hero Points: 2
Mythic Charges: 4
NOTES:
Available Support: Saving for myself - None
* Wand of Enervation - On any combat check, decrease difficulty by 2d4
* Korvosan House Drake - Add 1d6 and the Mental trait to a local combat check
* The Foreign Trader - Add 1 die to local non-Combat check and also add 1d8
* Count Jeggare - Add 1d6 to a local Arcane, Knowledge, or Perception check, or any global check to recharge
Movement: Move me to the Grinder or Harem of Ardent Dreams if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Blessing of Iomedae, Life Drain (Core), Gem of Mental Acuity (Core), Wand of Acid Burst, Blessing of Shelyn, Acadamae Student (Peri), Death's Touch (Core), Frost Ray, Blessing of Ascension, Incanter (Issa), Magic Leather Armor (Core), Fortune-teller (Janni)
Recharged: Good Omen (Core),
Discard Pile:
Buried Pile:
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:
- For your power feat, you may check any 1 of the traits below. That trait applies in any power that uses the word ""mastered.""
☐ Acid ☐ Cold ☑ Electricity ☐ Fire
☑ You may add 1 mastered trait to your check.
- 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.
- ☑ Add 4 to your check that has a mastered trait.
- 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.
- Knights of Kenabres: 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 Command: Charisma
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
End of Turn Summary:
- Acquired Cards 1,2, 4, 5 of Befouled Alter A (Blessing of Ascension, Fiery Glare, Blessing of Shelyn, Divine Blaze)
- Defeated Card 3 (Spectre)
- Possibly closed location? (If so, buried Blessing of the Gods)
- Discarded Blessing of Ascension, Blessing of the Gods, Blessing of Pharasma, Blessing of Shelyn, Divine Blaze, Vampiric Touch
- Recharged Good Omen
- Randomly healed Blessing of Ascension, Blessing of Shelyn
TColMaster Cogsnap |
Out of Turn Updates: None
Turn - Hour: Blessing of Ascension
Hour Rules: None
SOT: None
Give Card: None
Move: Move?: 1d6 ⇒ 6 Stay on Locust Shrine A
Location Powers: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
Explore: Ghost
Lightning Bolt (Core)
Combat 12: 1d10 + 6 + 3d6 ⇒ (2) + 6 + (6, 3, 6) = 23
Defeated
Recharge Clockwork Servant Core 2 for Cogsnap Goodie -> Potion of Restoration
Put Clockwork Servant into Recovery to Explore
Bejeweled Helm Con/Fort 10 Autofail that
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Lightning Bolt Arcane 10: 1d10 + 6 ⇒ (1) + 6 = 7
Cannot fail to recharge Clockwork Servant
Cogsnap resets their hand.
[u]Summary[/u]
Acquired: None
Banished: Ghost
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"
Hand: Starbow, Blast Stone, Potion of Focus, Alchemist's Fire, The Carnival, Elixir of Love, Potion of Restoration,
Displayed:
Deck: 13 Discard: 1 Buried: 0
Hero Points: 3
Mythic Charges: 4
Middle of Deck (Unknown Order): Elixir of Focus, Acidic Bolas, Elixir of Healing, Blessing of Nethys (Core), Venomous Hand Crossbow, Anesthetizing SLime, Slick Leather, Bot Elements 3, Acid Flask (Core), Bottled Lightning
Recharged: Clockwork Servant (Core) 2, Clockwork Servant (Core),
Discard Pile:
Buried Pile:
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: 3
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. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([ ] or your check against an Automaton, Construct, or Trap Card), add 1d6
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. ([X] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [ ] or any barrier] you may recharge a card to add 1d6 and ignore its immunities.
☐ On (☐ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (☐ or any items); for each item discarded, add 1d6 and the item's traits to the check.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.