TColMaster |
During This Adventure: The servitor demon is the henchman Treachery Demon.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
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: When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location. At the end of the scenario, banish all boons displayed next to the scenario.
Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck.
If Isilda is defeated and the number of boons displayed next to the scenario is less than twice the number of characters, when checking to see if the villain escapes, treat all locations as open.
DISPLAYED BOONS
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 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 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 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.
Scenario Level (#): 5
Turn: 8, Kess/Gimry
Monsters
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:
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 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 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 B
Traits:
Vermin
Elite
To Defeat:
Combat 9
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
You're going to need a bigger flyswatter_
Barriers
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 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
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 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Weapons
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 5
Traits:
Bow
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.
WotR
Weapon 5
Traits:
Knife
Ranged
Piercing
Magic
Corrupted
To Acquire:
Dexterity
Ranged 13
If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
When playing another weapon, you may discard this card to add 1d4+2 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 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic
To Acquire:
Strength
Melee
Arcane
Divine 16
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.
Spells
WotR
Spell 5
Traits:
Magic
Arcane
Divine
Attack
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.
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 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
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
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 5
Traits:
Magic
Arcane
Divine
Attack
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.
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.
Armors
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:
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:
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 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:
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
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 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 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
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 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.
Allies
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
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.
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 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.
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
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
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: 22
Hourglass
Blessing of Xoveron
WotR
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 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 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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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.
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: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Kess/Gimry, None
WotR
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
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_
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 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
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_
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 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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.
Location #2: Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: Seoni/TheChu, Henchmen down.
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
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
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
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
Item 5
Traits:
Accessory
Magic
Divine
To Acquire:
Wisdom
Divine 13
Put this card on top of your deck to add your number of mythic charges to your Charisma check.
On your turn, put this card on top of your deck to examine the top card of your location; if it is a weapon, an item, or an armor, you may explore your location.
Bury this card to draw 1 random non-Basic blessing from the box.
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.
Location #3: Locust Shrine
Closed
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Cogsnap/tcolmaster01,
WotR
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 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.
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.
Location #4: 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: 0 Bl: 1 ?: 1
Located/Displayed Here: None
WotR
Monster 5
Traits:
Outsider
Demon
Giant
To Defeat:
Combat 28
The Demonic Cyclops is immune to the Electricity and Poison traits. Damage dealt by the Demonic Cyclops is dealt to each character at your location.
Before you act, examine the top 2 cards of your deck; recharge 1 and bury 1.
They say a cyclops's eye can see the future_ This one obviously didn't like what it saw_
WotR
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_
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
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
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
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
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
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_
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.
Location #5: Prison Vault
Abyssal
At This Location: If you move here, you cannot explore this location this turn.
When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.
When Permanently Closed: Before closing, draw any boons left in this location.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: VILLAIN!
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
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
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 4
Traits:
Trap
Magic
Arcane
Mythic
To Defeat:
Arcane
Divine 17
OR Intelligence
Knowledge
Stealth 14
Before you act, each other character at your location must summon and encounter the Mythic Glyph.
If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
After you act, banish this barrier.
WotR
Item 5
Traits:
Book
Magic
Divine
Corrupted
To Acquire:
Banish a blessing 0
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.
None
Villain 5
Type: Monster
Traits:
Cleric
Ghost
Incorporeal
Mythic
Undead
To Defeat:
Combat 40
Isilda is immune to the Mental and Poison traits.
Before you act, attempt a Divine or Knowledge 20 check. If you fail, either expend 1d4+1 mythic charges or bury your role card. If you succeed, or if you play a spell that has the Force trait, add 5 to your check to defeat.
If the check to defeat does not have the Magic trait, Isilda is undefeated.
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
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.
Location #6: Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Shardra/AbrahamZ., Henchmen down.
WotR
Armor 5
Traits:
Heavy Armor
Magic
Corrupted
Mythic
To Acquire:
Constitution
Fortitude 12
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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
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
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
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_
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
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
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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.
Kess - Gimry |
========================
Kess starts her turn.
Hour: Blessing of Sarenrae
Hour Power:No effect.
Location: Cemetery
Location Power:All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Adventure Powers:
Scenario Powers:
WotR
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Auto Acquire because I'm at an Abyssal Location
Discard Thylacine to explore again
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.
Combat 21: 1d10 + 7 + 1d12 + 5 + 1d6 ⇒ (10) + 7 + (1) + 5 + (6) = 29
Combat(Melee) - 1d10+7
Brawlers Might - 1d12
Mythic Marshall (Str) - 5
Thylacine - 1d6
Defeating a monster lets me heal a card
Kess has all cards in her discard pile healed: (Thylacine). Deck shuffled.
Discard Blessing of Xoveron to explore again
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.
Auto fail the BYA.
Combat 10(9+1): 1d10 + 7 + 1d12 + 5 ⇒ (6) + 7 + (8) + 5 = 26
Combat(Melee) - 1d10+7
Brawlers Might - 1d12
Mythic Marshall (Str) - 5
Defeating a monster lets me heal a card
Kess has all cards in her discard pile healed: (Blessing of Xoveron). Deck shuffled.
Discard Gozreh to explore again
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.
Combat 29(28+1): 1d10 + 7 + 1d12 + 5 + 1d4 + 2 + 1d12 + 1d12 ⇒ (10) + 7 + (12) + 5 + (3) + 2 + (12) + (8) = 59
Combat(Melee) - 1d10+7
Brawlers Might - 1d12
Mythic Marshall (Str) - 5
Brawlers Aid - 1d4+2
Double Blessed - 1d12+1d12
Recharge Verdant Rager for Brawlers Aid
Discard Gorum to double bless
Defeating a monster lets me heal a card
Kess is healed for 1: (Blessing of Gozreh). Deck shuffled.
"
Hand: Cloud Puff, Topaz of Strength, Big Eyes (Wolf), Verdant Rager, Blessing of the Green Faith (2), Blessing of Xoveron,
Displayed: Magic Chain Mail,
Deck: 12 Discard: 1 Buried: 0
Current Location: Cemetery
Hero Points: 3
NOTES:
Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.
Other: Paizo reroll used for scenario 1-5A?: N
Middle of Deck (Unknown Order): Blessing of Gozreh, Amulet of Furious Fists, Crocodile Skin Madu, Iron Knuckles, Thylacine, Councilor's Ring, Eruataki Coat, Blessing of the Green Faith, Leshykineticist, Gecks (Fire Gecko), Sedja, Smokey (Bear)
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 (☑ or Any) 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
"Board Status
Most Recent BR Refresh
Boons displayed next to the scenario (Need 8, Have 3): Sniper's Studded Leather, FIery Glare, Corrosive Dagger +1.
Kess - Abyssal Rift 5-9 remain
Seoni - Family Tomb 3-8 remain // Henchman defeated
Cognsnap - Locust Shrine 1-8 remain
Abyssal River 2-10 remain // 2=Demonic Cyclops. 3=Grimslake (henchman).
Prison Vault 2, 4-10 remain // Location is shuffled. 2=Isilda (VILLAIN!)
Shardra - Cemetery 3-10 remain // Henchman is defeated"
Shardra Z. |
It is the hour of Xoveron. This is a blessing 5. If anyone has a way to draw the hour (I don't think anyone does) it would be worth doing.
Move to: Locust Shrine
Free exploration
WotR
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.
Divine 14, mythic: 1d10 + 7 + 5 ⇒ (3) + 7 + 5 = 15
Discard Blessing of Pharasma 1 to explore
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Auto-acquire
Discard Ascension to explore
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 + 1 + 5 ⇒ (6) + 1 + 5 = 12
Bury Wand of Flying to Recovery to examine Cemetery 1=Helm of the Serpent King (Armor 5) and Rift 5=Grimslake (henchman). Move to Cemetery.
Location Power: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Discard Vampire Bat to examine, then explore
WotR
Armor 5
Traits:
Heavy Armor
Magic
Corrupted
Mythic
To Acquire:
Constitution
Fortitude 12
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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.
Recharge Retainer
Ask Kess to Recharge BotGF 2
Fort 12: 2d10 + 2 + 1d4 ⇒ (7, 1) + 2 + (3) = 13
Discard Crystal Ball to examine top 3 cards of location - Heavy Pick +2, Nectar of the Gods, Spite Demon - leave in the same order, then explore
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.
Autofail acquire check. display Heavy Pick +2
Scenario Power: When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location.
When Closing: Draw a card (Transmogrify) and bury a card (Helm of the Serpent King).
Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck. Shuffle Nectar of the Gods and Blessing of Ascension into the closed location.
When Permanently Closed: No effect.
Recovery Phase:
Recharge Wand of Flying? Divine 12, mythic: 1d10 + 7 + 5 ⇒ (7) + 7 + 5 = 19
Reset Hand
"Board Status
Most Recent BR Refresh
Boons displayed next to the scenario (Need 8, Have 5): Sniper's Studded Leather, FIery Glare, Corrosive Dagger +1. Eagle Knight Dress Uniform. Heavy Pick +2
Kess - Abyssal Rift 5-9 remain // 5=Grimslake (henchman)
Seoni - Family Tomb 1-6 remain // Henchman defeated
Cognsnap - Locust Shrine CLOSED
Abyssal River 1-9 remain // 1=Demonic Cyclops. 2=Grimslake (henchman).
Prison Vault 1-8 remain // Isilda (VILLAIN!) is located here.
Shardra - Cemetery CLOSED 3, 7 (shuffled) remain // 3=Nectar of the Gods. 7=Blessing of Ascension."
"
Hand: Aqueous Orb, Transmogrify, Elemental Bombardment, Blessing of Abraxas, Blessing of Xoveron, Blessing of Abadar, Kolo (WoTR),
Displayed:
Deck: 10 Discard: 7 Buried: 1
Current Location: Cemetery
Hero Points: 7
Tshirt Reroll: Available
Mythic Charges: 5
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): Verbovezzor, Cleric of Nethys, Flame Staff, Cloudburst, Fly, Ice Strike (Core), Sirocco
Recharged: Major Cure, Retainer, Wand of Flying,
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 ([X] 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 Treachery Demon.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
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: When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location. At the end of the scenario, banish all boons displayed next to the scenario.
Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck.
If Isilda is defeated and the number of boons displayed next to the scenario is less than twice the number of characters, when checking to see if the villain escapes, treat all locations as open.
DISPLAYED BOONS
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 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 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 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 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.
Scenario Level (#): 5
Turn: 10, Seoni/TheChu
Monsters
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 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 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_
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 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 5
Traits:
Obstacle
Magic
To Defeat:
Wisdom
Perception
Survival 15
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.
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.
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 items from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Weapons
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 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 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 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.
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 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 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 5
Traits:
Magic
Arcane
Veteran
To Acquire:
Intelligence
Arcane 14
Display this card next to a location; if you play this card during a check, you may play another spell on the check. While displayed, when any character at that location encounters a bane that has the Demon trait, add the scenario's adventure deck number to any check against that bane; characters at that location ignore the bane's immunities.
At the end of your turn, if you do not have have Arcane skill, banish this card; otherwise, you may attempt an Arcane 16 check. If you succeed, recharge this card; if you fail, discard 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.
Armors
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 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 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
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 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.
Items
WotR
Item 3
Traits:
Liquid
Magic
Divine
To Acquire:
Craft
Wisdom
Divine 12
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
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 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.
WotR
Item 3
Traits:
Liquid
Magic
Divine
To Acquire:
Craft
Wisdom
Divine 12
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
WotR
Item 1
Traits:
Book
To Acquire:
Melee
Ranged 8
Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.
Allies
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
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 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.
WotR
Ally 5
Traits:
Undead
Lich
Evoker
To Acquire:
None 0
Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
Banish this card and discard your hand to permanently close your location, then end your turn.
WotR
Ally 1
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Blessings
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 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
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 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.
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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 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 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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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.
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: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Kess/Gimry, None
WotR
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_
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 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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.
Location #2: Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: Seoni/TheChu, Henchmen down.
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
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
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
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
Item 5
Traits:
Accessory
Magic
Divine
To Acquire:
Wisdom
Divine 13
Put this card on top of your deck to add your number of mythic charges to your Charisma check.
On your turn, put this card on top of your deck to examine the top card of your location; if it is a weapon, an item, or an armor, you may explore your location.
Bury this card to draw 1 random non-Basic blessing from the box.
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.
Location #3: Locust Shrine
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Cogsnap/tcolmaster01,
Location #4: 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: 0 Bl: 1 ?: 1
Located/Displayed Here: None
WotR
Monster 5
Traits:
Outsider
Demon
Giant
To Defeat:
Combat 28
The Demonic Cyclops is immune to the Electricity and Poison traits. Damage dealt by the Demonic Cyclops is dealt to each character at your location.
Before you act, examine the top 2 cards of your deck; recharge 1 and bury 1.
They say a cyclops's eye can see the future_ This one obviously didn't like what it saw_
WotR
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_
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
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
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
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
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
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_
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.
Location #5: Prison Vault
Abyssal
At This Location: If you move here, you cannot explore this location this turn.
When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.
When Permanently Closed: Before closing, draw any boons left in this location.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: VILLAIN!
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
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
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 4
Traits:
Trap
Magic
Arcane
Mythic
To Defeat:
Arcane
Divine 17
OR Intelligence
Knowledge
Stealth 14
Before you act, each other character at your location must summon and encounter the Mythic Glyph.
If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
After you act, banish this barrier.
WotR
Item 5
Traits:
Book
Magic
Divine
Corrupted
To Acquire:
Banish a blessing 0
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.
None
Villain 5
Type: Monster
Traits:
Cleric
Ghost
Incorporeal
Mythic
Undead
To Defeat:
Combat 40
Isilda is immune to the Mental and Poison traits.
Before you act, attempt a Divine or Knowledge 20 check. If you fail, either expend 1d4+1 mythic charges or bury your role card. If you succeed, or if you play a spell that has the Force trait, add 5 to your check to defeat.
If the check to defeat does not have the Magic trait, Isilda is undefeated.
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
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.
Location #6: Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Shardra/AbrahamZ., Henchmen down.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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.
Seoni - The Chu |
========================
Seoni starts her turn.
Hour: Blessing of Abraxas
Hour Power:No effect.
Location: Family Tomb
Location Power: When a character dies, all characters at this location die.
Scenario Powers: When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location. At the end of the scenario, banish all boons displayed next to the scenario.
Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck.
If Isilda is defeated and the number of boons displayed next to the scenario is less than twice the number of characters, when checking to see if the villain escapes, treat all locations as open.
Seoni explores the Family Tomb.
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.
Combat 15: 1d20 + 4 + 2 + 6 + 1d6 + 4 + 2d12 ⇒ (10) + 4 + 2 + 6 + (4) + 4 + (6, 6) = 42
Arcane (Mythic Charge): 1d20+4+2
Miscellaneous: Mythic Charges: 6
Miscellaneous: Count Jeggare: 1d6
Adding/Existing Elemental Mastery Trait: 4
Poison Blast (Core): 2d12
Discarding Korvosan House Drake to explore again
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.
Auto-success, discard Blessing of the Starsong to explore again
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.
Auto-success, discard Blessing of Pharasma to explore again
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.
Auto-success, discard Blessing of Torag to explore again
Item 5
Traits:
Accessory
Magic
Divine
To Acquire:
Wisdom
Divine 13
Put this card on top of your deck to add your number of mythic charges to your Charisma check.
On your turn, put this card on top of your deck to examine the top card of your location; if it is a weapon, an item, or an armor, you may explore your location.
Bury this card to draw 1 random non-Basic blessing from the box.
Divine 13: 1d4 + 4 + 2d4 ⇒ (2) + 4 + (2, 4) = 12
Divine: 1d4
Adding/Existing Elemental Mastery Trait: 4
Double Bless (Blessing of Abraxas): 2d4
Try and Hero Point that, 2 remaining
Divine 13: 1d4 + 4 + 2d4 ⇒ (3) + 4 + (3, 1) = 11
Divine: 1d4
Adding/Existing Elemental Mastery Trait: 4
Double Bless (Blessing of Abraxas): 2d4
D'oh! That's a fail, but seeing how the remaining card is a Weapon 4, I'll elect not to attempt to close so that can be another card we display in the future.
Display Torc of the Heavens next to the scenario
Discarding Terraform due to Blessing of Abraxas
Hand: Frost Ray, Wand of Enervation (Core), Fortune-teller (Janni), Blessing of Iomedae, The Foreign Trader, Count Jeggare,
Displayed: Magic Leather Armor (Core),
Deck: 7 Discard: 11 Buried: 0
Current Location: Family Tomb
Hero Points: 2
Mythic Charges: 5
NOTES:
Available Support: Saving for myself - None
* Wand of Enervation - On any combat check, decrease difficulty by 2d4
* Blessing of Iomedae - Add 1 die to any check, add 2 dice to any Charisma check, recharges if Blessing of Iomedae is current hour
* The Foreign Trader - Add 1 die to local non-Combat check and also add 1d8
* Count Jeggare - Add 1d6 to a local Arcane, Knowledge, or Perception check, or any global check to recharge
Movement: Move me to the Abyssal River or Cemetary if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Fireball Beads, Vampiric Touch, Good Omen (Core), Wand of Acid Burst
Recharged: Death's Touch (Core), Gem of Mental Acuity (Core), Poison Blast (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) or mastered card from your discards or recovery pile.
- On your check to recharge an Attack or mastered spell (☑ or item), you may automatically succeed.
- When you acquire a card that has a mastered trait or an ally (☑ or a spell) you may draw a card.
- ☑ Add 4 to your check that has a mastered trait.
- Reduce damage of a mastered type you suffer by 2 (□ 4).
- 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:
- Defeated Card 1 of Family Tomb (Incubus)
- Used Mythic Charge (5 remaining)
- Acquired Cards 2-4 (Blessing of the Starsong, Terraform, Blessing of Torag)
- Failed to acquire Card 5 (Torc of the Heavens)
- Used Hero Point (2 remaining)
- Displayed Torc of the Heavens next to scenario
- Discarded Korvosan House Drake, Blessing of the Starsong, Blessing of Pharasma, Blessing of Torag, Blessing of Abraxas, Terraform
- Recharged Poison Blast
Board Status
Most Recent BR Refresh
Boons displayed next to the scenario (Need 8, Have 6): Sniper's Studded Leather, FIery Glare, Corrosive Dagger +1. Eagle Knight Dress Uniform. Heavy Pick +2, Torc of the Heavens
Kess - Abyssal Rift 5-9 remain // 5=Grimslake (henchman)
Seoni - Family Tomb 6 remain // Henchman defeated, 6=Stalker's Crossbow
Cognsnap - Locust Shrine CLOSED
Abyssal River 1-9 remain // 1=Demonic Cyclops. 2=Grimslake (henchman).
Prison Vault 1-8 remain // Isilda (VILLAIN!) is located here.
Shardra - Cemetery CLOSED 3, 7 (shuffled) remain // 3=Nectar of the Gods. 7=Blessing of Ascension.
TColMaster Cogsnap |
Out of Turn Updates: None
Turn - Hour:Blessing of Ascension
Hour Rules: None
SOT: None
Give Card: None
Move: Abyssal River
Location Powers: None
Explore: Demonic Cyclops
BYA - Elixir of Focus (Recharge), The Carnival (Bury)
Starbow, Mythic Charge
Combat 28: 1d20 + 8 + 1d6 + 3 ⇒ (19) + 8 + (1) + 3 = 31
Defeated
Recharge Acidic Bolas for Cogsnap Goodie ->Pure Holy Water
Banish Anesthetizing Slime to Explore
Grimslake Henchmen
Use Potion of Focus to pass the BYA.
Starbow, Blessing of Nethys
Combat 22: 2d8 + 8 + 1d6 + 3 ⇒ (8, 7) + 8 + (2) + 3 = 28
Defeated
Recharge Venomous Crossbow for Cogsnap Goodie -> Potion of Restoration
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Cannot fail to recover Potion of Focus
Cogsnap resets their hand.
[u]Summary[/u]
Acquired: Pure Holy Water
Banished: Demonic Cyclops, Grimslake
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"
Hand: Potion of Restoration, Clockwork Servant (Core), Talisman of True Faith, Elixir of Healing, Pure Holy Water, Lightning Bolt (Core), Starbow,
Displayed: Slick Leather,
Deck: 13 Discard: 1 Buried: 2
Hero Points: 4
Mythic Charges: 4
Middle of Deck (Unknown Order): Bottled Lightning, Blackfingers, Bot Elements 3
Recharged: Blast Stone, Elixir of Love, Clockwork Servant (Core) 2, Potion of Healing, Acid Flask (Core), Elixir of Focus, Acidic Bolas, Venomous Hand Crossbow, Potion of Focus,
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 ([X] 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 Treachery Demon.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
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: When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location. At the end of the scenario, banish all boons displayed next to the scenario.
Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck.
If Isilda is defeated and the number of boons displayed next to the scenario is less than twice the number of characters, when checking to see if the villain escapes, treat all locations as open.
DISPLAYED BOONS
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 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 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 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 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 Item 5
Traits: Accessory Magic Divine
To Acquire: Wisdom Divine 13
Put this card on top of your deck to add your number of mythic charges to your Charisma check. On your turn, put this card on top of your deck to examine the top card of your location; if it is a weapon, an item, or an armor, you may explore your location. Bury this card to draw 1 random non-Basic blessing from the box.
Scenario Level (#): 5
Turn: 12, Kess/Gimry
Monsters
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
To Defeat:
Combat 22
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_
WotR
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.
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 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.
Barriers
WotR
Barrier 5
Traits:
Obstacle
Magic
To Defeat:
Wisdom
Perception
Survival 15
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.
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 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:
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 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
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 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 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 5
Traits:
Scythe
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. 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 6.
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 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 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
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 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 5
Traits:
Light Armor
Magic
Mythic
To Acquire:
Constitution
Fortitude
Stealth 11
Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge 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 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 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.
Items
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 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 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 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 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
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:
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 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 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 1
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
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 B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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 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
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hours Remaining: 18
Hourglass
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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 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 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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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.
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: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Kess/Gimry, None
WotR
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_
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 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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.
Location #2: Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/TheChu, Henchmen down.
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.
Location #3: Locust Shrine
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #4: 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: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Cogsnap/tcolmaster01, None
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
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
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
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
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
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_
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.
Location #5: Prison Vault
Abyssal
At This Location: If you move here, you cannot explore this location this turn.
When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.
When Permanently Closed: Before closing, draw any boons left in this location.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: VILLAIN!
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
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
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 4
Traits:
Trap
Magic
Arcane
Mythic
To Defeat:
Arcane
Divine 17
OR Intelligence
Knowledge
Stealth 14
Before you act, each other character at your location must summon and encounter the Mythic Glyph.
If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
After you act, banish this barrier.
WotR
Item 5
Traits:
Book
Magic
Divine
Corrupted
To Acquire:
Banish a blessing 0
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.
None
Villain 5
Type: Monster
Traits:
Cleric
Ghost
Incorporeal
Mythic
Undead
To Defeat:
Combat 40
Isilda is immune to the Mental and Poison traits.
Before you act, attempt a Divine or Knowledge 20 check. If you fail, either expend 1d4+1 mythic charges or bury your role card. If you succeed, or if you play a spell that has the Force trait, add 5 to your check to defeat.
If the check to defeat does not have the Magic trait, Isilda is undefeated.
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
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.
Location #6: Cemetery
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Shardra/AbrahamZ., Henchmen down.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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.
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:
WotR
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Use Cloud Puff to ignore the BYA
Combat 22: 1d10 + 7 + 1d12 + 1d4 + 2 + 5 ⇒ (7) + 7 + (1) + (1) + 2 + 5 = 23
Combat(Melee) - 1d10+7
Brawlers Might - 1d12
Brawlers Aid - 1d4+2
Mythic Marshall (Str) - 6
Recharge Big Eyes for Brawlers Aid
Defeating a monster lets me heal a card
Kess has all cards in her discard pile healed: (Blessing of Gorum). Deck shuffled.
Discard Verdant Rager to explore again
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.
Display next to scenarion - It is defeated
Abyssal Rift flips to the d12 side
"Kess ends her turn.
Kess attempts to recover all cards in her Recovery pile.
Cloud Puff: Craft 4: 1d4 ⇒ 4 -> Cloud Puff recharged.
Kess resets her hand."
"
Hand: Topaz of Strength, Iron Knuckles, Leshykineticist, Verdant Rager, Blessing of the Green Faith, Blessing of Xoveron,
Displayed: Magic Chain Mail,
Deck: 13 Discard: 0 Buried: 0
Current Location: Abyssal Rift
Hero Points: 3
NOTES:
Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.
Other: Paizo reroll used for scenario 1-5A?: N
Middle of Deck (Unknown Order): Blessing of Gozreh, Blessing of Gorum, Gecks (Fire Gecko), Sedja, Councilor's Ring, Smokey (Bear), Crocodile Skin Madu, Big Eyes (Wolf), Amulet of Furious Fists, Thylacine, Eruataki Coat, Blessing of the Green Faith (2)
Recharged: Cloud Puff,
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 (☑ or Any) 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
"Board Status
Most Recent BR Refresh
Boons displayed next to the scenario (Need 8, Have 5): Sniper's Studded Leather, FIery Glare, Corrosive Dagger +1. Eagle Knight Dress Uniform. Heavy Pick +2, Torc of the Heavens
Kess - Abyssal Rift 3-5 remain // (d12 Side)
Seoni - Family Tomb 6 remain // Henchman defeated, 6=Stalker's Crossbow
Cognsnap - Locust Shrine CLOSED
Abyssal River 1-9 remain // 1=Demonic Cyclops. 2=Grimslake (henchman).
Prison Vault 1-8 remain // Isilda (VILLAIN!) is located here.
Shardra - Cemetery CLOSED 3, 7 (shuffled) remain // 3=Nectar of the Gods. 7=Blessing of Ascension."
Shardra Z. |
It is the hour of Shax
Move to: Abyssal River
Location Power: When you would be dealt Combat damage, you are dealt Poison damage instead.
Free exploration
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.
Use Shardra power to use Knowledge
Knowledge 7+5=12, mythic, kolo: 1d10 + 7 + 5 + 3 ⇒ (10) + 7 + 5 + 3 = 25
Shardra power: When you succeed at a Knowledge check, you may examine the top two cards of any location deck: Prison Vault 1= Bloodscent (Spell 1), 2=Cold Iron Longsword (Weapon 1).
Spiked Pit Power: explore again
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.
Knowledge 7, mythic, kolo: 1d10 + 7 + 5 + 3 ⇒ (1) + 7 + 5 + 3 = 16
Shardra power: When you succeed at a Knowledge check, you may examine the top two cards of any location deck. Abyssal River 3=Bilious Bottle, 4=Cultist Archer
Recovery Phase:
Reset Hand, discarding Almanac.
"Board Status
Most Recent BR Refresh
Boons displayed next to the scenario (Need 8, Have 6): Sniper's Studded Leather, FIery Glare, Corrosive Dagger +1. Eagle Knight Dress Uniform. Heavy Pick +2, Torc of the Heavens
Kess - Abyssal Rift 3-5 remain // (d12 Side)
Seoni - Family Tomb 6 remain // Henchman defeated, 6=Stalker's Crossbow
Locust Shrine CLOSED
Cognsnap, Shardra - Abyssal River 3-7 remain // Henchman defeated. 3=Bilious Bottle, 4=Cultist Archer
Prison Vault 1-8 remain // Isilda (VILLAIN!) is located here. 1= Bloodscent (Spell 1), 2=Cold Iron Longsword (Weapon 1)
Cemetery CLOSED 3, 7 (shuffled) remain // 3=Nectar of the Gods. 7=Blessing of Ascension."
"
Hand: Aqueous Orb, Transmogrify, Elemental Bombardment, Blessing of Abraxas, Blessing of Xoveron, Blessing of Abadar, Kolo (WoTR),
Displayed:
Deck: 10 Discard: 8 Buried: 1
Current Location: Abyssal River
Hero Points: 7
Tshirt Reroll: Available
Mythic Charges: 5
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
Transmogrify: display on a local monster to reduce difficulty of checks to defeat it by 1d10+7+1d6
Middle of Deck (Unknown Order): Sirocco, Cloudburst, Cleric of Nethys, Flame Staff, Ice Strike (Core), Verbovezzor, Fly
Recharged: Major Cure, Retainer, Wand of Flying,
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 ([X] 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: Family Tomb
Location Power: When a character dies, all characters at this location die.
Scenario Powers: When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location. At the end of the scenario, banish all boons displayed next to the scenario.
Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck.
If Isilda is defeated and the number of boons displayed next to the scenario is less than twice the number of characters, when checking to see if the villain escapes, treat all locations as open.
Seoni explores the Family Tomb.
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.
Elect to auto-fail that to add it to the stack and attempt to close the location
Stalker's Crossbow is displayed next to the scenario
Henchman (Monster) B
Traits:
Undead
Wight
To Defeat:
Combat 10
OR
Wisdom
Divine 11
The Wight is immune to the Mental and Poison traits.
Before you act, the Wight deals 1 Cold damage to a random character at your location; when that character is dealt damage, she buries those cards instead of discarding them.
If defeated, you may immediately attempt to close the location this henchman came from.
Recharge Magic Leather Armor to reduce the BYA Cold Damage
Combat 10: 1d12 + 4 + 2 + 5 + 1d6 + 4 + 3d6 ⇒ (2) + 4 + 2 + 5 + (3) + 4 + (5, 4, 3) = 32
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 5
Miscellaneous: Count Jeggare: 1d6
Adding/Existing Elemental Mastery Trait: 4
Frost Ray: 3d6
Location is closed
Hand: Good Omen (Core), Wand of Enervation (Core), Fortune-teller (Janni), Blessing of Iomedae, The Foreign Trader, Count Jeggare,
Displayed:
Deck: 8 Discard: 11 Buried: 0
Current Location: Family Tomb
Hero Points: 2
Mythic Charges: 5
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 Iomedae - Add 1 die to any check, add 2 dice to any Charisma check, recharges if Blessing of Iomedae is current hour
* The Foreign Trader - Add 1 die to local non-Combat check and also add 1d8
* Count Jeggare - Add 1d6 to a local Arcane, Knowledge, or Perception check, or any global check to recharge
Movement: Move me to the Abyssal River or Cemetary if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Fireball Beads, Vampiric Touch, Wand of Acid Burst
Recharged: Death's Touch (Core), Gem of Mental Acuity (Core), Poison Blast (Core), Magic Leather Armor (Core), Frost Ray,
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) or mastered card from your discards or recovery pile.
- On your check to recharge an Attack or mastered spell (☑ or item), you may automatically succeed.
- When you acquire a card that has a mastered trait or an ally (☑ or a spell) you may draw a card.
- ☑ Add 4 to your check that has a mastered trait.
- Reduce damage of a mastered type you suffer by 2 (□ 4).
- 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 Family Tomb (Stalker's Crossbow)
- Displayed Stalker's Crossbow next to the scenario
- Location is closed
- Recharged Frost Ray
Board Status
Most Recent BR Refresh
Boons displayed next to the scenario (Need 8, Have 7): Sniper's Studded Leather, FIery Glare, Corrosive Dagger +1. Eagle Knight Dress Uniform. Heavy Pick +2, Torc of the Heavens, Stalker's Crossbow
Kess - Abyssal Rift 3-5 remain // (d12 Side)
Seoni - Family Tomb CLOSED
Locust Shrine CLOSED
Cognsnap, Shardra - Abyssal River 3-7 remain // Henchman defeated. 3=Bilious Bottle, 4=Cultist Archer
Prison Vault 1-8 remain // Isilda (VILLAIN!) is located here. 1= Bloodscent (Spell 1), 2=Cold Iron Longsword (Weapon 1)
Cemetery CLOSED 3, 7 (shuffled) remain // 3=Nectar of the Gods. 7=Blessing of Ascension.
TColMaster Cogsnap |
Out of Turn Updates: None
Turn - Hour:Blessing of Sifkesh
Hour Rules: None
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: When you would be dealt Combat damage, you are dealt Poison damage instead./ooc]
Explore: [ooc] Bilious Bottle
Display, Defeated.
Discard Clockwork Servant to explore.
Cultist Archer BYA Damage: 1d4 - 1 ⇒ (1) - 1 = 0
Starbow
Combat 14: 1d8 + 1d6 + 11 ⇒ (1) + (1) + 11 = 13
Combat 14 Hero Point: 1d8 + 1d6 + 11 ⇒ (5) + (5) + 11 = 21
Use Potion of Restoration to draw 2 cards -> Bot Elements 3, Blackfingers
Discard Bot Elements 3 to explore
Sacred Weapon Wisdom 6: 1d6 ⇒ 3
Fail, Display.
No Henchmen Close Check -> Discard Pure Holy Water
WPC -> Discard Lightning Bolt for Poison Damage
Elixir of Healing: 1d4 + 1 ⇒ (2) + 1 = 3
RNG: 1d4 ⇒ 3
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Cannot fail to recharge anything in recovery
Cogsnap resets their hand.
[u]Summary[/u]
Acquired: None
Banished: Cultist Archer
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"
Hand: Blessing of Nethys (Core), Venomous Hand Crossbow, Talisman of True Faith, Elixir of Love, Potion of Healing, Lightning Bolt (Core), Starbow, Blackfingers,
Displayed: Slick Leather,
Deck: 12 Discard: 1 Buried: 2
Hero Points: 3
Mythic Charges: 4
Middle of Deck (Unknown Order): Elixir of Focus, Clockwork Servant (Core) 2, Acid Flask (Core), Bottled Lightning, Acidic Bolas, Potion of Focus, Blast Stone, Bot Elements 3
Recharged: Clockwork Servant (Core), Potion of Restoration, Elixir of Healing,
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 ([X] 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 Cogsnap |
Start of Kess turn:
Potion of Focus Target=Shardra: 1d4 ⇒ 2 Put Elixir of Love into Recovery
Potion of Focus Target=Shardra: 1d4 ⇒ 1
Cannot fail to recharge either card
"
Hand: Blessing of Nethys (Core), Venomous Hand Crossbow, Talisman of True Faith, Lightning Bolt (Core), Starbow, Blackfingers,
Displayed: Slick Leather,
Deck: 14 Discard: 1 Buried: 2
Hero Points: 3
Mythic Charges: 4
Middle of Deck (Unknown Order): Clockwork Servant (Core) 2, Potion of Focus, Blast Stone, Bot Elements 3, Elixir of Focus, Acid Flask (Core), Bottled Lightning, Acidic Bolas
Recharged: Clockwork Servant (Core), Potion of Restoration, Elixir of Healing, Elixir of Love, Potion of Healing,
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 ([X] 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 Treachery Demon.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
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:
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.
When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location. At the end of the scenario, banish all boons displayed next to the scenario.
Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck.
If Isilda is defeated and the number of boons displayed next to the scenario is less than twice the number of characters, when checking to see if the villain escapes, treat all locations as open.
DISPLAYED BOONS
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 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 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 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 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 Item 5
Traits: Accessory Magic Divine
To Acquire: Wisdom Divine 13
Put this card on top of your deck to add your number of mythic charges to your Charisma check. On your turn, put this card on top of your deck to examine the top card of your location; if it is a weapon, an item, or an armor, you may explore your location. Bury this card to draw 1 random non-Basic blessing from the box.
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 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.
Scenario Level (#): 5
Turn: 16, Kess/Gimry
Monsters
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 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 5
Traits:
Outsider
Demon
Giant
To Defeat:
Combat 28
The Demonic Cyclops is immune to the Electricity and Poison traits. Damage dealt by the Demonic Cyclops is dealt to each character at your location.
Before you act, examine the top 2 cards of your deck; recharge 1 and bury 1.
They say a cyclops's eye can see the future_ This one obviously didn't like what it saw_
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
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 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:
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
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 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.
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 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:
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 5
Traits:
Knife
Ranged
Piercing
Magic
Corrupted
To Acquire:
Dexterity
Ranged 13
If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.
WotR
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite
To Acquire:
Strength
Melee 9
OR Acrobatics 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.
Spells
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 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 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 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 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 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard 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 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 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
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 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 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
Item 5
Traits:
Object
Magic
To Acquire:
Dexterity
Disable 13
Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
Recharge this card when a character at your location would be moved; that character does not move.
Allies
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:
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:
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.
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 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.
Blessings
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
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
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
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Current Hour:
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hours Remaining: 14
Hourglass
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 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 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 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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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.
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: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Kess/Gimry, None
WotR
Barrier 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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.
Location #2: Family Tomb
Closed
At This Location: When a character dies, all other characerts at this location die.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/TheChu, Henchmen down.
Location #3: Locust Shrine
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #4: Abyssal River
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Shardra/AbrahamZ., Cogsnap/tcolmaster01,
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
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.
Location #5: Prison Vault
Abyssal
At This Location: If you move here, you cannot explore this location this turn.
When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.
When Permanently Closed: Before closing, draw any boons left in this location.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: VILLAIN!
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
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
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 4
Traits:
Trap
Magic
Arcane
Mythic
To Defeat:
Arcane
Divine 17
OR Intelligence
Knowledge
Stealth 14
Before you act, each other character at your location must summon and encounter the Mythic Glyph.
If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
After you act, banish this barrier.
WotR
Item 5
Traits:
Book
Magic
Divine
Corrupted
To Acquire:
Banish a blessing 0
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.
None
Villain 5
Type: Monster
Traits:
Cleric
Ghost
Incorporeal
Mythic
Undead
To Defeat:
Combat 40
Isilda is immune to the Mental and Poison traits.
Before you act, attempt a Divine or Knowledge 20 check. If you fail, either expend 1d4+1 mythic charges or bury your role card. If you succeed, or if you play a spell that has the Force trait, add 5 to your check to defeat.
If the check to defeat does not have the Magic trait, Isilda is undefeated.
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
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.
Location #6: Cemetery
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Henchmen down.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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.
Shardra Z. |
Shardra heals 3 - thx!
"
Hand: Aqueous Orb, Transmogrify, Elemental Bombardment, Blessing of Abraxas, Blessing of Xoveron, Blessing of Abadar, Kolo (WoTR),
Displayed:
Deck: 13 Discard: 5 Buried: 1
Current Location: Abyssal River
Hero Points: 7
Tshirt Reroll: Available
Mythic Charges: 5
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
Transmogrify: display on a local monster to reduce difficulty of checks to defeat it by 1d10+7+1d6
Middle of Deck (Unknown Order): Shield Cloak, Cloudburst, Cleric of Nethys, Ice Strike (Core), Retainer, Wand of Flying, Blessing of Pharasma 1, Blessing of Nethys, Major Cure, Verbovezzor, Sirocco, Fly, Flame Staff
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 ([X] 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 |
========================
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:
Move to Prison Vault
Location power prevents explorations
Abyssal Rift flips to d4 side
"
Hand: Topaz of Strength, Iron Knuckles, Leshykineticist, Verdant Rager, Blessing of the Green Faith, Blessing of Xoveron,
Displayed: Magic Chain Mail,
Deck: 13 Discard: 0 Buried: 0
Current Location: Prison Vault
Hero Points: 3
NOTES:
Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.
Other: Paizo reroll used for scenario 1-5A?: N
Middle of Deck (Unknown Order): Blessing of Gozreh, Amulet of Furious Fists, Thylacine, Eruataki Coat, Crocodile Skin Madu, Councilor's Ring, Smokey (Bear), Blessing of Gorum, Gecks (Fire Gecko), Big Eyes (Wolf), Sedja, Blessing of the Green Faith (2)
Recharged: Cloud Puff,
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 (☑ or Any) 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
Shardra Z. |
It is the hour of Pulura
Move to: Prison Vault
End turn
"Board Status
Most Recent BR Refresh
Boons displayed next to the scenario (Need 8, Have 8): Sniper's Studded Leather, FIery Glare, Corrosive Dagger +1. Eagle Knight Dress Uniform. Heavy Pick +2, Torc of the Heavens, Stalker's Crossbow, Sacred Weapon
Abyssal Rift 3-5 remain // (d12 Side)
Seoni - Family Tomb CLOSED
Locust Shrine CLOSED
Cognsnap - Abyssal River CLOSED // Bilious Bottle displayed
Shardra, Kess - Prison Vault 1-8 remain // Isilda (VILLAIN!) is located here. 1= Bloodscent (Spell 1), 2=Cold Iron Longsword (Weapon 1)
Cemetery CLOSED 3, 7 (shuffled) remain // 3=Nectar of the Gods. 7=Blessing of Ascension."
"
Hand: Aqueous Orb, Transmogrify, Elemental Bombardment, Blessing of Abraxas, Blessing of Xoveron, Blessing of Abadar, Kolo (WoTR),
Displayed:
Deck: 13 Discard: 5 Buried: 1
Current Location: Prison Vault
Hero Points: 7
Tshirt Reroll: Available
Mythic Charges: 5
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
Transmogrify: display on a local monster to reduce difficulty of checks to defeat it by 1d10+7+1d6
Middle of Deck (Unknown Order): Cleric of Nethys, Blessing of Nethys, Cloudburst, Ice Strike (Core), Blessing of Pharasma 1, Sirocco, Flame Staff, Retainer, Fly, Verbovezzor, Wand of Flying, Major Cure, Shield Cloak
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 ([X] 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 Nethys
Hour Power:No effect.
Location: Family Tomb
Location Power: When a character dies, all characters at this location die.
Scenario Powers: When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location. At the end of the scenario, banish all boons displayed next to the scenario.
Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck.
If Isilda is defeated and the number of boons displayed next to the scenario is less than twice the number of characters, when checking to see if the villain escapes, treat all locations as open.
Seoni moves to the Prison Vault.
Hand: Good Omen (Core), Wand of Enervation (Core), Fortune-teller (Janni), Blessing of Iomedae, The Foreign Trader, Count Jeggare,
Displayed:
Deck: 8 Discard: 11 Buried: 0
Current Location: Prison Vault
Hero Points: 2
Mythic Charges: 5
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 Iomedae - Add 1 die to any check, add 2 dice to any Charisma check, recharges if Blessing of Iomedae is current hour
* The Foreign Trader - Add 1 die to local non-Combat check and also add 1d8
* Count Jeggare - Add 1d6 to a local Arcane, Knowledge, or Perception check, or any global check to recharge
Movement: Move me to the Abyssal River or Cemetary if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Wand of Acid Burst, Fireball Beads, Vampiric Touch
Recharged: Death's Touch (Core), Gem of Mental Acuity (Core), Poison Blast (Core), Magic Leather Armor (Core), Frost Ray,
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) or mastered card from your discards or recovery pile.
- On your check to recharge an Attack or mastered spell (☑ or item), you may automatically succeed.
- When you acquire a card that has a mastered trait or an ally (☑ or a spell) you may draw a card.
- ☑ Add 4 to your check that has a mastered trait.
- Reduce damage of a mastered type you suffer by 2 (□ 4).
- 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
Board Status
Most Recent BR Refresh
Boons displayed next to the scenario (Need 8, Have 8): Sniper's Studded Leather, FIery Glare, Corrosive Dagger +1. Eagle Knight Dress Uniform. Heavy Pick +2, Torc of the Heavens, Stalker's Crossbow, Sacred Weapon
Abyssal Rift 1-3 remain // (d4 Side)
Family Tomb CLOSED
Locust Shrine CLOSED
Cognsnap - Abyssal River CLOSED // Bilious Bottle displayed
Shardra, Kess, Seoni - Prison Vault 1-8 remain // Isilda (VILLAIN!) is located here. 1= Bloodscent (Spell 1), 2=Cold Iron Longsword (Weapon 1)
Cemetery CLOSED 3, 7 (shuffled) remain // 3=Nectar of the Gods. 7=Blessing of Ascension.
TColMaster Cogsnap |
Out of Turn Updates: None
Turn - Hour:Blessing of the Starsong
Hour Rules: None
SOT: None
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: Groaning Gate
Blackfingers
Disable 16: 1d8 + 1d4 + 10 ⇒ (7) + (4) + 10 = 21
Defeated
Groaning Gates allows me to explore...
Blessing of Ascension
Auto Acquire.
Discard Blessing of Ascension to explore.
Dismissal Arcane 10: 1d10 + 7 ⇒ (10) + 7 = 17
Acquired
Cogsnap ends their turn.
LOCATION FLIPS TO TEMP CLOSED (d12) SIDE
Cogsnap attempts to recover all cards in their Recovery pile.
Cogsnap resets their hand.
[u]Summary[/u]
Acquired: Blessing of Ascension, Dismissal
Banished: Groaning Gate
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"
Hand: Blessing of Nethys (Core), Venomous Hand Crossbow, Talisman of True Faith, Dismissal, Blast Stone, Lightning Bolt (Core), Starbow,
Displayed: Slick Leather,
Deck: 13 Discard: 3 Buried: 2
Hero Points: 3
Mythic Charges: 4
Middle of Deck (Unknown Order): Potion of Focus, Acidic Bolas, Clockwork Servant (Core) 2, Bottled Lightning, Bot Elements 3, Acid Flask (Core), Elixir of Focus
Recharged: Clockwork Servant (Core), Potion of Restoration, Elixir of Healing, Elixir of Love, Potion of Healing,
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 ([X] 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 Treachery Demon.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
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:
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.
When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location. At the end of the scenario, banish all boons displayed next to the scenario.
Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck.
If Isilda is defeated and the number of boons displayed next to the scenario is less than twice the number of characters, when checking to see if the villain escapes, treat all locations as open.
DISPLAYED BOONS
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 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 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 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 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 Item 5
Traits: Accessory Magic Divine
To Acquire: Wisdom Divine 13
Put this card on top of your deck to add your number of mythic charges to your Charisma check. On your turn, put this card on top of your deck to examine the top card of your location; if it is a weapon, an item, or an armor, you may explore your location. Bury this card to draw 1 random non-Basic blessing from the box.
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 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.
Scenario Level (#): 5
Turn: 20, Kess/Gimry
Monsters
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 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 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 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 2
Traits:
Outsider
Demon
To Defeat:
Combat 16
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
Barriers
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
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 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 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
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.
Weapons
WotR
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic
To Acquire:
Strength
Melee
Arcane
Divine 16
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.
WotR
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
WotR
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+2. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 2d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may put this card on top of your deck to reroll the dice; take the new result.
WotR
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.
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.
Spells
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 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 5
Traits:
Magic
Arcane
Divine
Attack
Cold
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2. 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 14 check. If you succeed, recharge this card; if you fail, discard it.
WotR
Spell 4
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, you may discard this card to use your Arcane skill + 3d6 and the Acid, Cold, Electricity, Fire, or Poison trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 check to recharge this card instead of discaring 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 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 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 5
Traits:
Light Armor
Magic
Mythic
To Acquire:
Constitution
Fortitude
Stealth 11
Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge 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 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 5
Traits:
Heavy Armor
Magic
Mythic
To Acquire:
Constitution
Fortitude 13
Recharge this card to add your number of mythic charges to your non-combat Dexterity, Wisdom, Constitution, or Fortitude check.
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:
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 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:
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
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:
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 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:
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 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 5
Traits:
Outsider
Demon
Mythic
To Acquire:
None 0
To acquire this card, examine a number of cards from the blessings deck equal to the number of characters; discard all that do not have the Corrupted trait, then shuffle the blessings deck.
Bury this card and expend a mythic charge to search your location deck for a villain and put it on top of that deck. If you do not find a villain, each character summons and encounters this adventure's servitor demon.
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
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
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 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: 10
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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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.
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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Cogsnap/tcolmaster01, d12
Location #2: Family Tomb
Closed
At This Location: When a character dies, all other characerts at this location die.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Henchmen down.
Location #3: Locust Shrine
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #4: Abyssal River
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here:
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
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.
Location #5: Prison Vault
Abyssal
At This Location: If you move here, you cannot explore this location this turn.
When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.
When Permanently Closed: Before closing, draw any boons left in this location.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kess/Gimry, Shardra/AbrahamZ., Seoni/TheChu, VILLAIN!
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
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
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 4
Traits:
Trap
Magic
Arcane
Mythic
To Defeat:
Arcane
Divine 17
OR Intelligence
Knowledge
Stealth 14
Before you act, each other character at your location must summon and encounter the Mythic Glyph.
If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
After you act, banish this barrier.
WotR
Item 5
Traits:
Book
Magic
Divine
Corrupted
To Acquire:
Banish a blessing 0
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.
None
Villain 5
Type: Monster
Traits:
Cleric
Ghost
Incorporeal
Mythic
Undead
To Defeat:
Combat 40
Isilda is immune to the Mental and Poison traits.
Before you act, attempt a Divine or Knowledge 20 check. If you fail, either expend 1d4+1 mythic charges or bury your role card. If you succeed, or if you play a spell that has the Force trait, add 5 to your check to defeat.
If the check to defeat does not have the Magic trait, Isilda is undefeated.
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
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.
Location #6: Cemetery
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Henchmen down.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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.
Kess - Gimry |
========================
Kess starts her turn.
Hour: Blessing of Ascension
Hour Power:No effect.
Location: Prison Vault
Location Power:If you move here, you cannot explore this location this turn.
Adventure Powers:
Scenario Powers:
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.
Auto Fail that
Discard Verdant Rager to explore again
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.
Auto Fail this
Discard Blessing of Xoveron to explore again
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.
Henchman
Type: Monster
Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8. Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you. After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
BYA Damage - Discard Leshykineticist
Combat 23: 1d10 + 7 + 1d12 + 6 + 1d12 ⇒ (6) + 7 + (12) + 6 + (2) = 33
Combat(Melee) - 1d10+7
Brawlers Might - 1d12
Mythic Marshall (Str) - 6
Blessed - 1d12
AYA Damage - Discard Topaz of Strength
Defeating a monster lets me heal a card
Kess is healed for 1: (Topaz of Strength). Deck shuffled.
Everyone needs to deal with a Fiendish Tree
TColMaster Cogsnap |
BYA Damage- Dismissal
Starbow + Discard, Talisman of True Faith (Treat as Blessing of Ascension
Combat 23: 3d8 + 1d6 + 11 ⇒ (3, 4, 4) + (2) + 11 = 24
Defeated
AYA Blast Stone
"
Hand: Blessing of Nethys (Core), Venomous Hand Crossbow, Lightning Bolt (Core),
Displayed: Slick Leather,
Deck: 13 Discard: 7 Buried: 2
Hero Points: 3
Mythic Charges: 4
Middle of Deck (Unknown Order): Clockwork Servant (Core) 2, Acid Flask (Core), Acidic Bolas, Elixir of Focus, Potion of Focus, Bot Elements 3, Bottled Lightning
Recharged: Clockwork Servant (Core), Potion of Restoration, Elixir of Healing, Elixir of Love, Potion of Healing,
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 ([X] 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.
Seoni - The Chu |
Off-turn encounter
Type: Monster
Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8. Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you. After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
Using Seoni's Discard power (Good Omen) to draw (Lightning Bolt) from discard or recovery pile
Discarding Fortune-teller for BYA Ranged Combat Damage
Combat 23 (13+5+5): 1d12 + 4 + 2 + 5 + 1d6 + 4 + 3d6 ⇒ (1) + 4 + 2 + 5 + (2) + 4 + (6, 3, 5) = 32
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 5
Miscellaneous: Count Jeggare: 1d6
Adding/Existing Elemental Mastery Trait: 4
Lightning Bolt: 3d6
Discarding The Foreign Trader for AYA Ranged Combat Damage
Hand: Wand of Enervation (Core), Blessing of Iomedae, Count Jeggare,
Displayed:
Deck: 8 Discard: 13 Buried: 0
Current Location: Prison Vault
Hero Points: 2
Mythic Charges: 5
NOTES:
Available Support: Saving for myself - None
* Wand of Enervation - On any combat check, decrease difficulty by 2d4
* Blessing of Iomedae - Add 1 die to any check, add 2 dice to any Charisma check, recharges if Blessing of Iomedae is 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 River or Cemetary if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Fireball Beads, Vampiric Touch, Wand of Acid Burst
Recharged: Death's Touch (Core), Gem of Mental Acuity (Core), Poison Blast (Core), Magic Leather Armor (Core), Frost Ray,
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) or mastered card from your discards or recovery pile.
- On your check to recharge an Attack or mastered spell (☑ or item), you may automatically succeed.
- When you acquire a card that has a mastered trait or an ally (☑ or a spell) you may draw a card.
- ☑ Add 4 to your check that has a mastered trait.
- Reduce damage of a mastered type you suffer by 2 (□ 4).
- 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. |
Henchman
Type: Monster
Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8. Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you. After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
BYA - discard Abadar
Display and then discard Aqueous Orb
Combat 13+5+5=23, mythic: 1d10 + 7 + 5 + 3d6 ⇒ (3) + 7 + 5 + (1, 1, 1) = 18
Hero point - 6 remain
Combat 13+5+5=23, mythic: 1d10 + 7 + 5 + 3d6 ⇒ (9) + 7 + 5 + (6, 5, 5) = 37
AYA - discard Kolo
"
Hand: Transmogrify, Elemental Bombardment, Blessing of Abraxas, Blessing of Xoveron,
Displayed:
Deck: 13 Discard: 8 Buried: 1
Current Location: Prison Vault
Hero Points: 6
Tshirt Reroll: Available
Mythic Charges: 5
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
Transmogrify: display on a local monster to reduce difficulty of checks to defeat it by 1d10+7+1d6
Middle of Deck (Unknown Order): Fly, Blessing of Nethys, Major Cure, Flame Staff, Wand of Flying, Cloudburst, Blessing of Pharasma 1, Shield Cloak, Ice Strike (Core), Verbovezzor, Sirocco, Cleric of Nethys, Retainer
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 ([X] 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 |
All trees defeated, so just end my turn
"
Hand: Iron Knuckles, Councilor's Ring, Topaz of Strength, Sedja, Blessing of Gozreh, Blessing of the Green Faith (2),
Displayed: Magic Chain Mail,
Deck: 9 Discard: 4 Buried: 0
Current Location: Prison Vault
Hero Points: 3
NOTES:
Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.
Other: Paizo reroll used for scenario 1-5A?: N
Middle of Deck (Unknown Order): Big Eyes (Wolf), Amulet of Furious Fists, Thylacine, Blessing of Gorum, Eruataki Coat, Gecks (Fire Gecko), Smokey (Bear), Crocodile Skin Madu, Cloud Puff
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 (☑ or Any) 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
"Board Status
Most Recent BR Refresh
Boons displayed next to the scenario (Need 8, Have 8): Sniper's Studded Leather, FIery Glare, Corrosive Dagger +1. Eagle Knight Dress Uniform. Heavy Pick +2, Torc of the Heavens, Stalker's Crossbow, Sacred Weapon
Abyssal Rift 1-3 remain // (d4 Side)
Family Tomb CLOSED
Locust Shrine CLOSED
Cognsnap - Abyssal River CLOSED // Bilious Bottle displayed
Shardra, Kess, Seoni - Prison Vault 4-8 remain // Isilda (VILLAIN!) is located here.
Cemetery CLOSED 3, 7 (shuffled) remain // 3=Nectar of the Gods. 7=Blessing of Ascension."
TColMaster |
During This Adventure: The servitor demon is the henchman Treachery Demon.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
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:
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.
When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location. At the end of the scenario, banish all boons displayed next to the scenario.
Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck.
If Isilda is defeated and the number of boons displayed next to the scenario is less than twice the number of characters, when checking to see if the villain escapes, treat all locations as open.
DISPLAYED BOONS
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 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 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 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 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 Item 5
Traits: Accessory Magic Divine
To Acquire: Wisdom Divine 13
Put this card on top of your deck to add your number of mythic charges to your Charisma check. On your turn, put this card on top of your deck to examine the top card of your location; if it is a weapon, an item, or an armor, you may explore your location. Bury this card to draw 1 random non-Basic blessing from the box.
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 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 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 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.
Scenario Level (#): 5
Turn: 21, Shardra/AbrahamZ.
Monsters
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 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_
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 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 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Barriers
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.
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 5
Traits:
Obstacle
Magic
To Defeat:
Wisdom
Perception
Survival 15
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.
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.
Weapons
WotR
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
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:
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 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:
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
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
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 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 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 B
Traits:
Magic
Divine
Attack
Veteran
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
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 5
Traits:
Light Armor
Magic
Mythic
To Acquire:
Constitution
Fortitude
Stealth 11
Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge 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:
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 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 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.
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 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.
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 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.
Allies
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:
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 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:
Human
Wizard
To Acquire:
Intelligence
Knowledge 7
OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Blessings
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 B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Current Hour:
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.
Hours Remaining: 9
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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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.
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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Cogsnap/tcolmaster01, d12
Location #2: Family Tomb
Closed
At This Location: When a character dies, all other characerts at this location die.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Henchmen down.
Location #3: Locust Shrine
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #4: Abyssal River
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here:
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
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.
Location #5: Prison Vault
Abyssal
At This Location: If you move here, you cannot explore this location this turn.
When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.
When Permanently Closed: Before closing, draw any boons left in this location.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kess/Gimry, Shardra/AbrahamZ., Seoni/TheChu, VILLAIN!
WotR
Barrier 4
Traits:
Trap
Magic
Arcane
Mythic
To Defeat:
Arcane
Divine 17
OR Intelligence
Knowledge
Stealth 14
Before you act, each other character at your location must summon and encounter the Mythic Glyph.
If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
After you act, banish this barrier.
WotR
Item 5
Traits:
Book
Magic
Divine
Corrupted
To Acquire:
Banish a blessing 0
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.
None
Villain 5
Type: Monster
Traits:
Cleric
Ghost
Incorporeal
Mythic
Undead
To Defeat:
Combat 40
Isilda is immune to the Mental and Poison traits.
Before you act, attempt a Divine or Knowledge 20 check. If you fail, either expend 1d4+1 mythic charges or bury your role card. If you succeed, or if you play a spell that has the Force trait, add 5 to your check to defeat.
If the check to defeat does not have the Magic trait, Isilda is undefeated.
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
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.
Location #6: Cemetery
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Henchmen down.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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.
Shardra Z. |
It is the hour of Starsong
Give card: Transmogrify to Seoni
Location Power: If you move here, you cannot explore this location this turn.
Free exploration
WotR
Barrier 4
Traits:
Trap
Magic
Arcane
Mythic
To Defeat:
Arcane
Divine 17
OR Intelligence
Knowledge
Stealth 14
Before you act, each other character at your location must summon and encounter the Mythic Glyph.
If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
BYA: Seoni and Kess must each summon and encounter the Mythic Glyph.
Knowledge 14, mythic, Jeggare: 1d10 + 6 + 5 + 1d6 ⇒ (8) + 6 + 5 + (4) = 23
Defeated - hand size is 7 so discard top 3 cards from my deck: Major Cure, Flame Staff, Cleric of Nethys
Shardra power: When you succeed at a Knowledge check, you may examine the top two cards of any location deck: Prison Vault 2=Book of the Damned; 3= Isilda (villain!).
Will continue my turn after the BYA checks by Kess and Seoni
Seoni - The Chu |
Off-turn encounter
Barrier 4
Traits:
Trap
Magic
Arcane
Mythic
To Defeat:
Arcane
Divine 17
OR Intelligence
Knowledge
Stealth 14
Before you act, each other character at your location must summon and encounter the Mythic Glyph.
If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
After you act, banish this barrier.
Arcane 17: 1d12 + 4 + 2 + 5 + 1d6 + 4 ⇒ (8) + 4 + 2 + 5 + (1) + 4 = 24
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 5
Miscellaneous: Count Jeggare: 1d6
Adding/Existing Elemental Mastery Trait: 4
Discarding 3 cards from deck upon defeating Mythic Glyph: Fireball Beads, Wand of Acid Burst, Vampiric Touch
Hand: Transmogrify, Wand of Enervation (Core), Blessing of Iomedae, Count Jeggare,
Displayed:
Deck: 5 Discard: 17 Buried: 0
Current Location: Prison Vault
Hero Points: 2
Mythic Charges: 5
NOTES:
Available Support: Saving for myself - None
* Wand of Enervation - On any combat check, decrease difficulty by 2d4
* Blessing of Iomedae - Add 1 die to any check, add 2 dice to any Charisma check, recharges if Blessing of Iomedae is 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 River or Cemetary if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): 0
Recharged: Death's Touch (Core), Gem of Mental Acuity (Core), Poison Blast (Core), Magic Leather Armor (Core), Frost Ray,
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) or mastered card from your discards or recovery pile.
- On your check to recharge an Attack or mastered spell (☑ or item), you may automatically succeed.
- When you acquire a card that has a mastered trait or an ally (☑ or a spell) you may draw a card.
- ☑ Add 4 to your check that has a mastered trait.
- Reduce damage of a mastered type you suffer by 2 (□ 4).
- 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
Kess - Gimry |
Knowledge 14: 1d4 + 1d20 + 1d20 ⇒ (4) + (14) + (17) = 35
Knowledge - 1d4
Sedja - 1d20
Councilor's Ring - 1d20
Use Mythic Charge to change Sedja d8 to a d20.
Gain Mythic Charge back for defeating Mythic bane. Either Seoni or Shardra get a Mythic Charge
discard Big Eyes (Wolf), Blessing of Gorum, Eruataki Coat
Shardra Z. |
Continuing my turn...
Extra mythic charge from Kess goes to Seoni (plus the one she gained from defeating Mythic Glyph, so she should have 7 going into her turn!
Discard Xoveron to explore
Book of the Damned
WotR
Item 5
Traits:
Book
Magic
Divine
Corrupted
To Acquire:
Banish a blessing 0
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.
Banish Abraxas to acquire
End turn
Reset hand, discarding Book of the Damned. Mythic charges reset to 5.
Villain is on top of the Prison Vault!
"
Hand: Elemental Bombardment, Sirocco, Ice Strike (Core), Shield Cloak, Wand of Flying, Retainer, Blessing of Pharasma 1,
Displayed:
Deck: 4 Discard: 13 Buried: 1
Current Location: Prison Vault
Hero Points: 6
Tshirt Reroll: Available
Mythic Charges: 5
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): Fly, Verbovezzor, Cloudburst, Blessing of Nethys
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 ([X] 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: Prison Vault
Location Power: If you move here, you cannot explore this location this turn.
Scenario Powers: When you fail a check to acquire a boon, display it next to the scenario, then search the location deck it came from for a henchman or a villain; if you do not find one, you may immediately attempt to close the location. At the end of the scenario, banish all boons displayed next to the scenario.
Before closing a location, you may examine its location deck and set aside any number of boons. On closing, shuffle those boons back into the location deck.
If Isilda is defeated and the number of boons displayed next to the scenario is less than twice the number of characters, when checking to see if the villain escapes, treat all locations as open.
Seoni explores the Prison Vault.
Villain 5
Type: Monster
Traits:
Cleric
Ghost
Incorporeal
Mythic
Undead
To Defeat:
Combat 40
Isilda is immune to the Mental and Poison traits.
Before you act, attempt a Divine or Knowledge 20 check. If you fail, either expend 1d4+1 mythic charges or bury your role card. If you succeed, or if you play a spell that has the Force trait, add 5 to your check to defeat.
If the check to defeat does not have the Magic trait, Isilda is undefeated.
BYA Knowledge 20: 1d20 + 1 + 2 + 7 + 1d6 + 4 ⇒ (17) + 1 + 2 + 7 + (1) + 4 = 32
Knowledge: 1d8+1+2
Miscellaneous: Mythic Charges: 7
Miscellaneous: Count Jeggare: 1d6
Adding/Existing Elemental Mastery Trait: 4
Use a Mythic Charge: 1d8-->1d20
Using Seoni's Discard power (Transmogrify) to draw (Lightning Bolt) from discard or recovery pile
Wand of Enervation: 2d4 ⇒ (2, 4) = 6
Combat 34: 1d12 + 4 + 2 + 6 + 1d6 + 4 + 5 + 3d6 + 1d12 ⇒ (9) + 4 + 2 + 6 + (6) + 4 + 5 + (3, 4, 1) + (5) = 49
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 6
Miscellaneous: Count Jeggare: 1d6
Adding/Existing Elemental Mastery Trait: 4
Miscellaneous: Succeeded at BYA: 5
Lightning Bolt: 3d6
Bless (Blessing of Iomedae): 1d12
The Abyssal Rift is already flipped.
We win!
TColMaster |
DEVELOPMENT
You have found Isilda’s focus and used it against her. The ghostly priestess is truly destroyed. All around you, you can see that the Yathscar is already recovering from her inf luence. Mind you, it’s still a horrid mass of f lesh and blood, but at least it isn’t pulsating any more. Thank Iomedae for small favors.
From all across the countryside, demons are coming to find you, but they’re not coming to slay you. They just want a glimpse of the conquerors who are certain to banish their corrupted kith and kin from this plane of existence forever. Apparently, they don’t expect to live to tell the tale. They just want to say they were there at the time.
This is what it feels like to be truly mythic.
REWARDS
Each character chooses a type of boon other than loot, then draws a card of that type that has an adventure deck number of 5 from the box.
Verbovezzor (Ally 5)
Retainer (Ally B)
Helm of the Serpent King (Armor 5)
Black Dragonhide Breastplate (Armor 4)
Blessing of the Starsong (Blessing 3)
Blessing of Ascension (Blessing B)
Blessing of Abraxas (Blessing B)
Blessing of Ascension (Blessing B)
Blessing of Torag (Blessing B)
Blessing of Xoveron (Blessing 5)
Pure Holy Water (Item 3)
Book of the Damned (Item 5)
Potion of Restoration (Item 1)
Potion of Healing (Item B)
Elemental Bombardment (Spell 5)
Terraform (Spell 4)
Dismissal (Spell 2)
TColMaster |
1-5C: PULURA’S FALL
After two mighty victories, your campaign into the Wounded Lands has been a success so far. Two foully evil women have ended their reign over the land, and the Worldwound has you to thank for it. Now you will encounter a third woman in this daring expedition, but this one will be happy to see you arrive.
The celestial Eliandra defends a rare bastion of good in this corrupted land. Demons have besieged the temple of Pulura’s Fall for more than a century. The “fall” in question is a waterfall of once-considerable volume; the lakes above and below it are now barren and seared. Before the Worldwound cracked open, the nobles of Iz used the fall as a sacred waterway in which to bury their dead in blazing barges. With the water gone, the remnants of those barges poke out from the lakebed, enduring as a mockery of reverent ceremonies enacted long ago.
And that is not the only mockery that has befallen this land. In the First Crusade, demonic necromancers animated the bodies of the honored dead… with spectacularly poor results. The dead turned upon the necromancers and rent them limb from limb. Now free of control, undead shamble through the area around Pulura’s Fall looking for something to destroy. You’ll do in a pinch.
An army of demons awaits you around the temple. They have not broken the gates in the last hundred years, but that could change. The commander of this army, waiting for the priests inside to die of old age, is the demon Belseferek, Butcher of the Starlight Host. He has the favor of Ylleshka, the two-headed, twelve-armed ophidian demon who kidnapped the Herald of Iomedae. If you can defeat her and save the temple, you can find out what happened to the Herald. Of course, you might not like what you find.
TColMaster |
During This Adventure: The servitor demon is the henchman Treachery Demon.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
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:
Cohort
Traits: Cleric Outsider Pulura
Put this card on top of a character’s deck to evade a card that has the Demon trait. Recharge this card and choose a character to shuffle a card from his discard pile into his deck.
“With your help, Pulura’s Fall will be cleansed, and the balance shall be restored!”
When you defeat a Brimorak, you may not attempt to close the location it came from; put a Labyrinth Minotaur on top of that location deck.
When a villain is defeated and cannot escape, put it next to this card.
To win the scenario, both villains must be next to this card.
Henchman
Type: Monster
Traits: Outsider Minotaur
To Defeat: Combat 28
If this is the first exploration of your turn, before you act, each other character at your location attempts a Stealth or Survival 10 check. Characters that fail are dealt 1d4+1 Combat damage and move to a random location. If undefeated, recharge your hand, then summon and build the location Middle of Nowhere and move to it. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 5
Turn: 0, Shardra/AbrahamZ.
Monsters
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
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 4
Traits:
Ooze
Aquatic
To Defeat:
Combat 22
OR Dexterity 16
The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.
If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 16
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
WotR
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
Barriers
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic weapons instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealt 1d4+1 Combat damage. Otherwise the barrier is defeated.
After you act, banish this barrier.
WotR
Barrier 5
Traits:
Obstacle
Magic
To Defeat:
Wisdom
Perception
Survival 15
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.
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 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
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.
Weapons
WotR
Weapon 5
Traits:
Scythe
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. 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 6.
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 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 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 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.
Spells
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 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
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 5
Traits:
Magic
Arcane
Divine
Attack
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 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 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 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:
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 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:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
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.
WotR
Item 5
Traits:
Staff
Magic
Arcane
Attack
To Acquire:
Intellgence
Arcane 14
For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally add 2d10 and the Cold, Electricity, Fire, or Force trait.
When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.
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 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:
Book
Iomedae
To Acquire:
Wisdom
Divine 9
Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.
Allies
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 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 2
Traits:
Minotaur
Hireling
Elite
To Acquire:
Banish a
weapon 0
On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.
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.
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
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 B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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:
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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of 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 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 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 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 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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.
Location #1: Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #2: Sacristy
At This Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
When Closing: Succeed at a Divine 7 check or discard a card that has the Divine trait.
When Permanently Closed: On closing, add 1 of your buried cards to your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #3: Shrine to Baphomet
Abyssal
At This Location: Ignore the Magic trait on all boons.
When Closing: Succeed at a Wisdom, Divine, or Survival 12 check.
When Permanently Closed: On closing, draw a random blessing that does not have the Corrupted trait from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: Celestial Beacon
At This Location: Add 1d8 to your checks against a monster that has the Demon trait.
When Closing: Summon and acquire a random non-Basic blessing.
When Permanently Closed: On closing, you may recharge a blessing from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #5: Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #6: Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
TColMaster Cogsnap |
Starting Location: Cathedral of Chaos
"
Hand: Venomous Hand Crossbow, Blackfingers, Slick Leather, Bottled Lightning, Dragon's Breath (Core), Potion of Focus, Blessing of Nethys (Core),
Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 3
Mythic Charges: 4
Middle of Deck (Unknown Order): Acid Flask (Core), Bot Elements 3, Clockwork Servant (Core) 2, Acidic Bolas, Anesthetizing SLime, Elixir of Healing, Elixir of Focus, The Carnival, Talisman of True Faith, Blast Stone, Clockwork Servant (Core), Elixir of Love
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 ([X] 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 ( [X] 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. |
Starting location: Sacristy.
"
Hand: Cloudburst, Major Cure, Ice Strike (Core), Fly, Divine Blaze, Aqueous Orb, Blessing of Abadar, Kolo (WoTR),
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Sacristy
Hero Points: 6
Tshirt Reroll: Available
Mythic Charges: 5
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): Sirocco, Wand of Flying, Cleric of Nethys, Transmogrify, Blessing of Nethys 2, Flame Staff, Blessing of Qi Zhong, Crystal Ball, Vampire Bat, Blessing of Nethys 1, Bound Lantern Archon, Blessing of Xoveron, Shield Cloak
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 ([X] 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 Cemetery.
Hand: Death's Touch (Core), Fireball Beads, Wand of Enervation (Core), Acadamae Student (Peri), Fortune-teller (Janni), Count Jeggare,
Displayed: Magic Leather Armor (Core),
Deck: 14 Discard: 0 Buried: 0
Current Location: Cemetery
Hero Points: 2
Mythic Charges: 5
NOTES:
Available Support: Saving for myself - None
* Wand of Enervation - On any combat check, decrease difficulty by 2d4
* Academae Student - Add 1d4 to a local Arcane check or local check against an Outsider bane
* Count Jeggare - Add 1d6 to a local Arcane, Knowledge, or Perception check, or any global check to recharge (only a reveal)
Movement: Move me to the Celestial Beacon or Paradise Hill if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Incanter (Issa), Good Omen (Core), Vampiric Touch, The Foreign Trader, Gem of Mental Acuity (Core), Korvosan House Drake (Lockheed), Poison Blast (Core), Blessing of Iomedae, Blessing of Sivanah, Wand of Acid Burst, Disintegrate (Core), Frost Ray, Lightning Bolt (Core), 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
☑ You may add 1 mastered trait to your check.
- Before your combat check, you may discard a card to draw an Arcane (□ or Magic) or mastered card from your discards or recovery pile.
- On your check to recharge an Attack or mastered spell (☑ or item), you may automatically succeed.
- When you acquire a card that has a mastered trait or an ally (☑ or a spell) you may draw a card.
- ☑ Add 4 to your check that has a mastered trait.
- Reduce damage of a mastered type you suffer by 2 (□ 4).
- 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
Kess - Gimry |
Start at the Cemetary
"
Hand: Verdant Rager, Sedja, Big Eyes (Wolf), Blessing of Xoveron, Blessing of Gorum,
Displayed: Bearskin Armor,
Deck: 14 Discard: 0 Buried: 0
Current Location: Cemetery
Hero Points: 3
NOTES:
Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.
Other: Paizo reroll used for scenario 1-5B?: N
Middle of Deck (Unknown Order): Crocodile Skin Madu, Councilor's Ring, Cloud Puff, Magic Chain Mail, Topaz of Strength, Blessing of the Green Faith, Blessing of Gozreh, Amulet of Furious Fists, Thylacine, Leshykineticist, Gecks (Fire Gecko), Blessing of the Green Faith (2), Iron Knuckles, Smokey (Bear)
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 (☑ or Any) 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 |
During This Adventure: The servitor demon is the henchman Treachery Demon.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
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:
Cohort
Traits: Cleric Outsider Pulura
Put this card on top of a character’s deck to evade a card that has the Demon trait. Recharge this card and choose a character to shuffle a card from his discard pile into his deck.
“With your help, Pulura’s Fall will be cleansed, and the balance shall be restored!”
When you defeat a Brimorak, you may not attempt to close the location it came from; put a Labyrinth Minotaur on top of that location deck.
When a villain is defeated and cannot escape, put it next to this card.
To win the scenario, both villains must be next to this card.
Henchman
Type: Monster
Traits: Outsider Minotaur
To Defeat: Combat 28
If this is the first exploration of your turn, before you act, each other character at your location attempts a Stealth or Survival 10 check. Characters that fail are dealt 1d4+1 Combat damage and move to a random location. If undefeated, recharge your hand, then summon and build the location Middle of Nowhere and move to it. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 5
Turn: 1, Seoni/TheChu
Monsters
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 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 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 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
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.
Barriers
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 items from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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:
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
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:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Weapons
WotR
Weapon 5
Traits:
Bow
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.
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 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 5
Traits:
Knife
Ranged
Piercing
Magic
Corrupted
To Acquire:
Dexterity
Ranged 13
If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.
WotR
Weapon 5
Traits:
Bow
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.
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 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 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
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 5
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 13
Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into her deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.
After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 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 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 5
Traits:
Heavy Armor
Magic
Mythic
To Acquire:
Constitution
Fortitude 13
Recharge this card to add your number of mythic charges to your non-combat Dexterity, Wisdom, Constitution, or Fortitude check.
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
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
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.
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 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
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 5
Traits:
Object
Magic
To Acquire:
Dexterity
Disable 13
Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
Recharge this card when a character at your location would be moved; that character does not move.
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.
Allies
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.
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 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.
WotR
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.
Blessings
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 B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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 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.
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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of 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 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 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 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 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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.
Location #1: Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kess/Gimry, Seoni/TheChu, None
WotR
Henchman B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Sacristy
At This Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
When Closing: Succeed at a Divine 7 check or discard a card that has the Divine trait.
When Permanently Closed: On closing, add 1 of your buried cards to your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/AbrahamZ., None
None
Villain 5
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 45
Belseferek may not be evaded and is immune to the Electricity, Mental, and Poison traits.
During this encounter, characters cannot display cards next to other character cards or other characters’ decks or play cards on other characters’ checks.
Before you act, succeed at a Constitution or Fortitude 14 check or bury 1d4+1 cards from your discard pile, your hand, and/or the top of your deck.
Location #3: Shrine to Baphomet
Abyssal
At This Location: Ignore the Magic trait on all boons.
When Closing: Succeed at a Wisdom, Divine, or Survival 12 check.
When Permanently Closed: On closing, draw a random blessing that does not have the Corrupted trait from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
WotR
Henchman B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Celestial Beacon
At This Location: Add 1d8 to your checks against a monster that has the Demon trait.
When Closing: Summon and acquire a random non-Basic blessing.
When Permanently Closed: On closing, you may recharge a blessing from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
WotR
Villain 5
Type: Monster
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 30
THEN Combat 33
Ylleshka is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, add 5 to your checks to defeat.
Before you act, each character at your location is deald 1d12 Combat damage; the difficulty of a character's checks to defeat Ylleshka is increased by his result.
Location #5: Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
WotR
Henchman B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #6: Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Cogsnap/tcolmaster01, None
WotR
Henchman B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
TColMaster |
During This Adventure: The servitor demon is the henchman Treachery Demon.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
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:
Cohort
Traits: Cleric Outsider Pulura
Put this card on top of a character’s deck to evade a card that has the Demon trait. Recharge this card and choose a character to shuffle a card from his discard pile into his deck.
“With your help, Pulura’s Fall will be cleansed, and the balance shall be restored!”
When you defeat a Brimorak, you may not attempt to close the location it came from; put a Labyrinth Minotaur on top of that location deck.
When a villain is defeated and cannot escape, put it next to this card.
To win the scenario, both villains must be next to this card.
Henchman
Type: Monster
Traits: Outsider Minotaur
To Defeat: Combat 28
If this is the first exploration of your turn, before you act, each other character at your location attempts a Stealth or Survival 10 check. Characters that fail are dealt 1d4+1 Combat damage and move to a random location. If undefeated, recharge your hand, then summon and build the location Middle of Nowhere and move to it. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 5
Turn: 1, Seoni/TheChu
Monsters
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 16
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
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 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:
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 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Barriers
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
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 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.
Weapons
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:
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 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:
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 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.
Spells
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 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 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 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 5
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 13
Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into her deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.
After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.
Armors
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.
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 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 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 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.
Items
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 5
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.
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 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 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 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:
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:
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 2
Traits:
Human
Soldier
To Acquire:
None 0
When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card.
Discard this card to add 1d6 to your combat check.
Discard this card to explore your location. During this exploration, add 1d4 to your first combat check.
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
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.
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.
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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of 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 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 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 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 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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.
Location #1: Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Kess/Gimry, Seoni/TheChu, None
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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
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
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
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 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
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.
WotR
Henchman B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.
Location #2: Sacristy
At This Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
When Closing: Succeed at a Divine 7 check or discard a card that has the Divine trait.
When Permanently Closed: On closing, add 1 of your buried cards to your hand.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 4 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Shardra/AbrahamZ., None
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
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 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
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
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:
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
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
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
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.
None
Villain 5
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 45
Belseferek may not be evaded and is immune to the Electricity, Mental, and Poison traits.
During this encounter, characters cannot display cards next to other character cards or other characters’ decks or play cards on other characters’ checks.
Before you act, succeed at a Constitution or Fortitude 14 check or bury 1d4+1 cards from your discard pile, your hand, and/or the top of your deck.
Location #3: Shrine to Baphomet
Abyssal
At This Location: Ignore the Magic trait on all boons.
When Closing: Succeed at a Wisdom, Divine, or Survival 12 check.
When Permanently Closed: On closing, draw a random blessing that does not have the Corrupted trait from the box.
M: 3 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 1
Located/Displayed Here: None
WotR
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.
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.
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_
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
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 B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
WotR
Monster 1
Traits:
Plant
To Defeat:
Combat 11
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses_
Location #4: Celestial Beacon
At This Location: Add 1d8 to your checks against a monster that has the Demon trait.
When Closing: Summon and acquire a random non-Basic blessing.
When Permanently Closed: On closing, you may recharge a blessing from your discard pile.
M: 3 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
WotR
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
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
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
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
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
Villain 5
Type: Monster
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 30
THEN Combat 33
Ylleshka is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, add 5 to your checks to defeat.
Before you act, each character at your location is deald 1d12 Combat damage; the difficulty of a character's checks to defeat Ylleshka is increased by his result.
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
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 5
Traits:
Undead
Ghoul
To Defeat:
Combat 23
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.
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.
Location #5: Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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 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
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
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
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Item 2
Traits:
Book
Iomedae
To Acquire:
Wisdom
Divine 9
Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.
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
Henchman B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Monster 5
Traits:
Outsider
Fiend
Monk
To Defeat:
Combat 24
The Upasunda is immune to the Poison trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
The Upasanda's difficulty to defeat cannot be reduced. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 3.
After you act, the Upasunda deals 1d6 Combat damage to you.
Location #6: Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Cogsnap/tcolmaster01, None
WotR
Barrier 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
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
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
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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.
WotR
Armor 5
Traits:
Heavy Armor
Magic
Corrupted
Mythic
To Acquire:
Constitution
Fortitude 12
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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
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
Henchman B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
WotR
Item 5
Traits:
Book
Magic
Divine
Corrupted
To Acquire:
Banish a blessing 0
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.
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_
Seoni - The Chu |
========================
Seoni starts her turn.
Hour: Blessing of Ascension
Hour Power:No effect.
Location: Cemetery
Location Power: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scenario Powers: When you defeat a Brimorak, you may not attempt to close the location it came from; put a Labyrinth Minotaur on top of that location deck.
When a villain is defeated and cannot escape, put it next to this card.
To win the scenario, both villains must be next to this card.
Seoni explores the Cemetery.
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Auto-acquire, discard Academae Student to explore again
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Combat 11: 1d12 + 4 + 2 + 5 + 1d6 + 4 + 3d6 + 3 ⇒ (7) + 4 + 2 + 5 + (2) + 4 + (3, 1, 3) + 3 = 34
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 5
Miscellaneous: Count Jeggare: 1d6
Adding/Existing Elemental Mastery Trait: 4
Death's Touch (Core): 3d6+3
Discarding Blessing of Ascension to explore again
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.
Kess encounters a Treachery Demon, but success isn't mandatory
Knowledge 11: 1d8 + 1 + 2 + 5 + 1d6 + 4 ⇒ (4) + 1 + 2 + 5 + (1) + 4 = 17
Knowledge: 1d8+1+2
Miscellaneous: Mythic Charges: 5
Miscellaneous: Count Jeggare: 1d6
Adding/Existing Elemental Mastery Trait: 4
Combat 15: 3d6 + 12 + 4 + 5 ⇒ (5, 1, 5) + 12 + 4 + 5 = 32
Fireball Beads: 3d6+12
Adding/Existing Elemental Mastery Trait: 4
Miscellaneous: Succeeded at BYA: 5
Hand: Wand of Enervation (Core), Gem of Mental Acuity (Core), Fortune-teller (Janni), Blessing of Sivanah, The Foreign Trader, Count Jeggare,
Displayed: Magic Leather Armor (Core),
Deck: 12 Discard: 3 Buried: 0
Current Location: Cemetery
Hero Points: 2
Mythic Charges: 5
NOTES:
Available Support: Saving for myself - None
* Wand of Enervation - On any combat check, decrease difficulty by 2d4
* The Foreign Trader - Add 1 die to local non-Combat check and also add 1d8
* Blessing of Sivanah - Add 1 die to any check, add 2 dice to any non-combat Intelligence or Charisma check, recharges if Blessing of Sivanah is current hour
* Count Jeggare - Add 1d6 to a local Arcane, Knowledge, or Perception check, or any global check to recharge (only a reveal)
Movement: Move me to the Celestial Beacon or Paradise Hill if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Lightning Bolt (Core), Vampiric Touch, Incanter (Issa), Korvosan House Drake (Lockheed), Wand of Acid Burst, Blessing of Iomedae, Frost Ray, Blessing of Pharasma, Poison Blast (Core), Disintegrate (Core), Good Omen (Core)
Recharged: Fireball Beads,
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) or mastered card from your discards or recovery pile.
- On your check to recharge an Attack or mastered spell (☑ or item), you may automatically succeed.
- When you acquire a card that has a mastered trait or an ally (☑ or a spell) you may draw a card.
- ☑ Add 4 to your check that has a mastered trait.
- Reduce damage of a mastered type you suffer by 2 (□ 4).
- 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 Card 1 of Cemetary (Blessing of Ascension)
- Defeated Cards 2-3 (Ghoul, Incubus)
- Kess encounters a Treachery Demon
- Discarded Academae Student, Blessing of Ascension, Death's Touch
- Recharged Fireball Beads
Board Status
Most Recent BR Refresh
Notes for Kess: Encounters a Treachery Demon
Kess, Seoni - Cemetery 4-10 remain
Shardra - Sacristy
Shrine to Baphomet
Celestial Beacon
Paradise Hill
Cogsnap - Cathedral of Chaos
TColMaster Cogsnap |
Out of Turn Updates: None
Turn - Hour: Blessing of Shelyn
Hour Rules: None
SOT: Display Slick Leather
Give Card: None
Move: XX -> YY
Location Powers: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
Explore: Groaning Gate
Recharge Dragon Breath Spell for 1d6 power
Disable 16: 1d8 + 1d6 + 11 ⇒ (8) + (4) + 11 = 23
Defeated
Free Examine - Bilious Bottle
Will take the free explore to display the Bottle
Discard Blessing of Nethys to explore.
Demon Hunter (Ally B) Will NOT go for RNG Ally 1.
Auto Acquire with +9 for the Range 7 check
Discard Demon Hunter to Explore
Blessing of Ascension OR Blessing of Shax
No difference, auto acquire Ascension.
Discard Blessing of Ascension to explore
Fiery Glare OR Skitter
Auto Acquire Skitter (Arcane 6 with +8 to the check)
Cogsnap ends their turn.
Play Skitter to move to Paradise Hill
Cogsnap attempts to recover all cards in their Recovery pile.
Cannot fail to recover Skitter (Arcane 8)
Cogsnap resets their hand.
[u]Summary[/u]
Acquired: Demon Hunter, Blessing of Ascension, Skitter
Banished: Groaning Gate
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"
Hand: Venomous Hand Crossbow, Blackfingers, Acid Flask (Core), Bottled Lightning, Clockwork Servant (Core), Potion of Focus, Talisman of True Faith,
Displayed: Slick Leather,
Deck: 12 Discard: 3 Buried: 0
Hero Points: 3
Mythic Charges: 5
Middle of Deck (Unknown Order): Elixir of Healing, Acidic Bolas, Anesthetizing SLime, Elixir of Focus, The Carnival, Clockwork Servant (Core) 2, Bot Elements 3, Elixir of Love, Blast Stone
Recharged: Dragon's Breath (Core), Skitter,
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 ([X] 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 ( [X] 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 Treachery Demon.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
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:
Cohort
Traits: Cleric Outsider Pulura
Put this card on top of a character’s deck to evade a card that has the Demon trait. Recharge this card and choose a character to shuffle a card from his discard pile into his deck.
“With your help, Pulura’s Fall will be cleansed, and the balance shall be restored!”
When you defeat a Brimorak, you may not attempt to close the location it came from; put a Labyrinth Minotaur on top of that location deck.
When a villain is defeated and cannot escape, put it next to this card.
To win the scenario, both villains must be next to this card.
Henchman
Type: Monster
Traits: Outsider Minotaur
To Defeat: Combat 28
If this is the first exploration of your turn, before you act, each other character at your location attempts a Stealth or Survival 10 check. Characters that fail are dealt 1d4+1 Combat damage and move to a random location. If undefeated, recharge your hand, then summon and build the location Middle of Nowhere and move to it. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 5
Turn: 3, Kess/Gimry
Monsters
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 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:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
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
Monster 5
Traits:
Outsider
Demon
To Defeat:
Combat 24
The Xenarth is immune to the Electricity and Poison traits.
Before you act, the Xenarth deals 2 Acid damage to each character at your location.
If undefeated, the Xenarth deals 2 Poison damage to you.
If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
Deadlier than any shark, these rare mutations are infused with demon ichor_
Barriers
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:
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 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
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.
Weapons
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 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:
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 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:
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 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 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 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 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 5
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 13
Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into her deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.
After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 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 5
Traits:
Shield
Offhand
Magic
Divine
Iomedae
Mythic
To Acquire:
Constitution
Fortitude 10
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 an amount equal to your number of mythic charges; you may also recharge a card that has the Iomedae trait to reduce all damage by that amount. 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 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
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.
Items
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 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:
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.
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 5
Traits:
Accessory
Magic
Divine
To Acquire:
Wisdom
Divine 13
Put this card on top of your deck to add your number of mythic charges to your Charisma check.
On your turn, put this card on top of your deck to examine the top card of your location; if it is a weapon, an item, or an armor, you may explore your location.
Bury this card to draw 1 random non-Basic blessing from the box.
Allies
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:
Minotaur
Hireling
Elite
To Acquire:
Banish a
weapon 0
On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.
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 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
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.
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 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
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
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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: 27
Hourglass
Blessing of Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of 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 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 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 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 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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.
Location #1: Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kess/Gimry, Seoni/TheChu, None
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
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 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
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.
WotR
Henchman B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.
Location #2: Sacristy
At This Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
When Closing: Succeed at a Divine 7 check or discard a card that has the Divine trait.
When Permanently Closed: On closing, add 1 of your buried cards to your hand.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 4 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Shardra/AbrahamZ., None
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
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 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
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
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:
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
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
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
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.
None
Villain 5
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 45
Belseferek may not be evaded and is immune to the Electricity, Mental, and Poison traits.
During this encounter, characters cannot display cards next to other character cards or other characters’ decks or play cards on other characters’ checks.
Before you act, succeed at a Constitution or Fortitude 14 check or bury 1d4+1 cards from your discard pile, your hand, and/or the top of your deck.
Location #3: Shrine to Baphomet
Abyssal
At This Location: Ignore the Magic trait on all boons.
When Closing: Succeed at a Wisdom, Divine, or Survival 12 check.
When Permanently Closed: On closing, draw a random blessing that does not have the Corrupted trait from the box.
M: 3 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 1
Located/Displayed Here: None
WotR
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.
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.
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_
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
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 B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
WotR
Monster 1
Traits:
Plant
To Defeat:
Combat 11
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses_
Location #4: Celestial Beacon
At This Location: Add 1d8 to your checks against a monster that has the Demon trait.
When Closing: Summon and acquire a random non-Basic blessing.
When Permanently Closed: On closing, you may recharge a blessing from your discard pile.
M: 3 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
WotR
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
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
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
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
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
Villain 5
Type: Monster
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 30
THEN Combat 33
Ylleshka is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, add 5 to your checks to defeat.
Before you act, each character at your location is deald 1d12 Combat damage; the difficulty of a character's checks to defeat Ylleshka is increased by his result.
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
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 5
Traits:
Undead
Ghoul
To Defeat:
Combat 23
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.
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.
Location #5: Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Cogsnap/tcolmaster01, None
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 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
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
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
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Item 2
Traits:
Book
Iomedae
To Acquire:
Wisdom
Divine 9
Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.
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
Henchman B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Monster 5
Traits:
Outsider
Fiend
Monk
To Defeat:
Combat 24
The Upasunda is immune to the Poison trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
The Upasanda's difficulty to defeat cannot be reduced. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 3.
After you act, the Upasunda deals 1d6 Combat damage to you.
Location #6: Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
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
Armor 5
Traits:
Heavy Armor
Magic
Corrupted
Mythic
To Acquire:
Constitution
Fortitude 12
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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
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
Henchman B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
WotR
Item 5
Traits:
Book
Magic
Divine
Corrupted
To Acquire:
Banish a blessing 0
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.
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_
Kess - Gimry |
OFF-TURN ACTIONS:
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
Auto Fail the BYA, I have no weapons/Spells so deal 0 damage to a random local character
Combat 24: 1d10 + 7 + 1d12 + 1d4 + 2 + 1d12 + 1d12 + 5 ⇒ (9) + 7 + (10) + (4) + 2 + (10) + (3) + 5 = 50
Combat(Melee) - 1d10+7
Brawlers Might - 1d12
Brawlers Aid - 1d4+2
Double Blessed - 1d12+1d12
Mythic Marshall (Str) - 5
Use Gorum to Double Bless
Defeating a monster lets me heal a card
Kess has all cards in her discard pile healed: (Blessing of Gorum). Deck shuffled.
========================
Kess starts her turn.
Hour: Blessing of Ascension
Hour Power:No effect.
Location: Cemetery
Location Power:All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Adventure Powers:
Scenario Powers:
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.
Auto Fail this
Discard Verdant Rager 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 13(8+5): 1d6 + 1 + 1d6 + 1d6 ⇒ (5) + 1 + (3) + (3) = 12
Acrobatics - 1d6+1
Double Blessed - 1d6+1d6
Use Shardra's Abadar to double bless
Use Paizo Reroll
Acrobatics 13(8+5): 5 + 1 + 3 + 1d6 ⇒ 5 + 1 + 3 + (5) = 14
Free Explore
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_
Combat 11: 1d10 + 7 + 1d12 ⇒ (4) + 7 + (7) = 18
Combat(Melee) - 1d10+7
Brawlers Might - 1d12
Defeating a monster lets me heal a card
Kess has all cards in her discard pile healed: (Verdant Rager). Deck shuffled.
"
Hand: Amulet of Furious Fists, Councilor's Ring, Big Eyes (Wolf), Verdant Rager, Thylacine, Blessing of Xoveron,
Displayed: Bearskin Armor,
Deck: 13 Discard: 0 Buried: 0
Current Location: Cemetery
Hero Points: 3
NOTES:
Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.
Other: Paizo reroll used for scenario 1-5C?: Y
Middle of Deck (Unknown Order): Blessing of the Green Faith (2), Blessing of the Green Faith, Blessing of Gozreh, Smokey (Bear), Blessing of Gorum, Sedja, Gecks (Fire Gecko), Crocodile Skin Madu, Iron Knuckles, Topaz of Strength, Leshykineticist, Magic Chain Mail, Cloud Puff
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 (☑ or Any) 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
"Board Status
Most Recent BR Refresh
Notes for Shardra: Used Blessing of Abadar
Kess, Seoni - Cemetery 4-7 remain
Shardra - Sacristy
Shrine to Baphomet
Celestial Beacon
Paradise Hill
Cogsnap - Cathedral of Chaos"
Shardra Z. |
Off turn: discard Abadar for Kess
It is the hour of Sifkesh This is a Blessing 5 if anyone has a way to draw the hour. I don't think we do but just in case...
Send Fly to Recovery to examine top cards of Shrine to Baphomet 1=Elemental Bombardment and Celestial Beacon 1=Blessing of Xoveron
Move to: Paradise Hill
Location Power: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
Free exploration
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.
Divine increases difficulty: 2d4 ⇒ (2, 3) = 5
Display Aqueous Orb
Combat 10+5=15, mythic: 1d10 + 7 + 5 + 1d6 ⇒ (7) + 7 + 5 + (3) = 22
Per Discord, replace Blasphemous Priest with a better monster.
Random Monster 1 (Bunyip) is also Level B Elite
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.
Send Ice Strike to Recovery
Combat 20, mythic, cold: 1d10 + 7 + 5 + 3d6 + 1d8 ⇒ (9) + 7 + 5 + (4, 1, 1) + (3) = 30
AYA random open location: 1d6 ⇒ 6
Mist Horror is shuffled into Cathedral of Chaos
AYA Shardra move to random location: 1d6 ⇒ 3 Shardra moves to Shrine to Baphomet
Recharge Eliandra to Heal Seoni 1 card.
Recovery Phase:
Recharge Fly? Divine 10, mythic: 1d10 + 7 + 5 ⇒ (2) + 7 + 5 = 14
Recharge Ice Strike? Divine 14, mythic: 1d10 + 7 + 5 ⇒ (9) + 7 + 5 = 21
Reset Hand
"Board Status
Most Recent BR Refresh
Notes for Seoni: Heal 1 card
Kess, Seoni - Cemetery 4-7 remain
Sacristy 1-10 remain
Shardra - Shrine to Baphomet 1-10 remain // 1=Elemental Bombardment
Celestial Beacon 1-10 remain // 1=Blessing of Xoveron
Cogsnap - Paradise Hill 1-10 remain
Cathedral of Chaos 1-5, Mist Horror remain // Bilious Bottle displayed here. Location is shuffled."
"
Hand: Cloudburst, Major Cure, Aqueous Orb, Divine Blaze, Sirocco, Blessing of Nethys 1, Kolo (WoTR),
Displayed:
Deck: 14 Discard: 1 Buried: 0
Current Location: Shrine to Baphomet
Hero Points: 6
Tshirt Reroll: Available
Mythic Charges: 5
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): Flame Staff, Cleric of Nethys, Shield Cloak, Transmogrify, Wand of Flying, Vampire Bat, Crystal Ball, Bound Lantern Archon, Blessing of Nethys 2, Blessing of Qi Zhong, Blessing of Xoveron
Recharged: High Priestess Eliandra, Fly, Ice Strike (Core),
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 ([X] 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 Treachery Demon.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
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:
Cohort
Traits: Cleric Outsider Pulura
Put this card on top of a character’s deck to evade a card that has the Demon trait. Recharge this card and choose a character to shuffle a card from his discard pile into his deck.
“With your help, Pulura’s Fall will be cleansed, and the balance shall be restored!”
When you defeat a Brimorak, you may not attempt to close the location it came from; put a Labyrinth Minotaur on top of that location deck.
When a villain is defeated and cannot escape, put it next to this card.
To win the scenario, both villains must be next to this card.
Henchman
Type: Monster
Traits: Outsider Minotaur
To Defeat: Combat 28
If this is the first exploration of your turn, before you act, each other character at your location attempts a Stealth or Survival 10 check. Characters that fail are dealt 1d4+1 Combat damage and move to a random location. If undefeated, recharge your hand, then summon and build the location Middle of Nowhere and move to it. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 5
Turn: 5, Seoni/TheChu
Monsters
WotR
Monster 5
Traits:
Outsider
Demon
Giant
To Defeat:
Combat 28
The Demonic Cyclops is immune to the Electricity and Poison traits. Damage dealt by the Demonic Cyclops is dealt to each character at your location.
Before you act, examine the top 2 cards of your deck; recharge 1 and bury 1.
They say a cyclops's eye can see the future_ This one obviously didn't like what it saw_
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 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
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 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 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
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 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.
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 B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Weapons
WotR
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
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 5
Traits:
Scythe
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. 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 6.
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 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.
Spells
WotR
Spell 4
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, you may discard this card to use your Arcane skill + 3d6 and the Acid, Cold, Electricity, Fire, or Poison trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 check to recharge this card instead of discaring 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 5
Traits:
Magic
Arcane
Divine
Attack
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.
WotR
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Cold
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2. 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 14 check. If you succeed, recharge this card; if you fail, discard 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 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 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 5
Traits:
Light Armor
Magic
Mythic
To Acquire:
Constitution
Fortitude
Stealth 11
Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge 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:
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:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
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 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:
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
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:
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
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 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 5
Traits:
Outsider
Devil
To Acquire:
None 0
To acquire this card, shuffle a random monster from the box into each open location deck without looking at them.
Discard this card to add 2d6 and the Fire trait to your combat check.
Banish this card to search a location deck for a boon and add it to your hand.
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 1
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Blessings
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
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
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Hours Remaining: 25
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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of 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 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 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 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 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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.
Location #1: Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kess/Gimry, Seoni/TheChu, None
WotR
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.
WotR
Henchman B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.
Location #2: Sacristy
At This Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
When Closing: Succeed at a Divine 7 check or discard a card that has the Divine trait.
When Permanently Closed: On closing, add 1 of your buried cards to your hand.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 4 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
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 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
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 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
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
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
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
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
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.
None
Villain 5
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 45
Belseferek may not be evaded and is immune to the Electricity, Mental, and Poison traits.
During this encounter, characters cannot display cards next to other character cards or other characters’ decks or play cards on other characters’ checks.
Before you act, succeed at a Constitution or Fortitude 14 check or bury 1d4+1 cards from your discard pile, your hand, and/or the top of your deck.
Location #3: Shrine to Baphomet
Abyssal
At This Location: Ignore the Magic trait on all boons.
When Closing: Succeed at a Wisdom, Divine, or Survival 12 check.
When Permanently Closed: On closing, draw a random blessing that does not have the Corrupted trait from the box.
M: 3 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 1
Located/Displayed Here: None
WotR
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
WotR
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.
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.
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
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 B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
WotR
Monster 1
Traits:
Plant
To Defeat:
Combat 11
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses_
Location #4: Celestial Beacon
At This Location: Add 1d8 to your checks against a monster that has the Demon trait.
When Closing: Summon and acquire a random non-Basic blessing.
When Permanently Closed: On closing, you may recharge a blessing from your discard pile.
M: 3 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
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
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
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
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
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
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
Villain 5
Type: Monster
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 30
THEN Combat 33
Ylleshka is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, add 5 to your checks to defeat.
Before you act, each character at your location is deald 1d12 Combat damage; the difficulty of a character's checks to defeat Ylleshka is increased by his result.
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 5
Traits:
Undead
Ghoul
To Defeat:
Combat 23
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.
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.
Location #5: Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Shardra/AbrahamZ., Cogsnap/tcolmaster01, None
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
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
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
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Item 2
Traits:
Book
Iomedae
To Acquire:
Wisdom
Divine 9
Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.
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
Henchman B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Monster 5
Traits:
Outsider
Fiend
Monk
To Defeat:
Combat 24
The Upasunda is immune to the Poison trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
The Upasanda's difficulty to defeat cannot be reduced. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 3.
After you act, the Upasunda deals 1d6 Combat damage to you.
Location #6: Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
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
Armor 5
Traits:
Heavy Armor
Magic
Corrupted
Mythic
To Acquire:
Constitution
Fortitude 12
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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
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
Henchman B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
WotR
Item 5
Traits:
Book
Magic
Divine
Corrupted
To Acquire:
Banish a blessing 0
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.
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_
Seoni - The Chu |
========================
Seoni starts her turn.
Hour: Blessing of Baphomet
Hour Power:No effect.
Location: Cemetery
Location Power: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scenario Powers: When you defeat a Brimorak, you may not attempt to close the location it came from; put a Labyrinth Minotaur on top of that location deck.
When a villain is defeated and cannot escape, put it next to this card.
To win the scenario, both villains must be next to this card.
At end of move phase, recharging Fortune-Teller and selecting Boon, then examining the top card of location deck for possible explore
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.
Strength 12: 1d12 + 4 - 4 + 4 + 1d12 + 1d8 ⇒ (10) + 4 - 4 + 4 + (4) + (5) = 23
Charisma: 1d12+4
Gem of Mental Acuity (Charisma): -4
Adding/Existing Elemental Mastery Trait: 4
Bless (The Foreign Trader): 1d12
The Foreign Trader (Intelligence die): 1d8
Standard explore
Henchman B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Using Seoni's Discard power (Sword of Subtlety) to draw (Death's Touch) from discard or recovery pile
Combat 22 (12+5+5): 1d12 + 4 + 2 + 5 + 1d6 + 3d6 + 3 ⇒ (3) + 4 + 2 + 5 + (3) + (2, 2, 5) + 3 = 29
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 5
Miscellaneous: Count Jeggare: 1d6
Death's Touch (Core): 3d6+3
Labyrinth Minotaur is placed on top of Cemetery
Discarding Blessing of Sivannah to explore again
Type: Monster
Traits: Outsider Minotaur
To Defeat: Combat 28
If this is the first exploration of your turn, before you act, each other character at your location attempts a Stealth or Survival 10 check. Characters that fail are dealt 1d4+1 Combat damage and move to a random location. If undefeated, recharge your hand, then summon and build the location Middle of Nowhere and move to it. If defeated, you may immediately attempt to close the location this henchman came from.
Using Seoni's Discard power (Count Jeggare) to draw (Death's Touch) from discard or recovery pile
Combat 28: 1d12 + 4 + 2 + 5 + 4 + 3d6 + 3 ⇒ (3) + 4 + 2 + 5 + 4 + (1, 6, 4) + 3 = 32
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 5
Adding/Existing Elemental Mastery Trait: 4
Death's Touch (Core): 3d6+3
Closing location by drawing a card (Frost Ray) and burying a card (Frost Ray)
Cemetery is closed
Hand: Poison Blast (Core), Vampiric Touch, Wand of Enervation (Core), Korvosan House Drake (Lockheed), Incanter (Issa), Blessing of Iomedae,
Displayed: Magic Leather Armor (Core),
Deck: 10 Discard: 5 Buried: 1
Current Location: Cemetery
Hero Points: 2
Mythic Charges: 5
NOTES:
Available Support: Saving for myself - None
* Poison Blast (Core) - Add 2d8 and the Attack, Magic, and Poison traits to local Combat check
* 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
* 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 Celestial Beacon or Paradise Hill if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Wand of Acid Burst, Fireball Beads, Good Omen (Core), Acadamae Student (Peri), Blessing of Pharasma, Disintegrate (Core), Lightning Bolt (Core)
Recharged: Fortune-teller (Janni), Gem of Mental Acuity (Core), Death's Touch (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) or mastered card from your discards or recovery pile.
- On your check to recharge an Attack or mastered spell (☑ or item), you may automatically succeed.
- When you acquire a card that has a mastered trait or an ally (☑ or a spell) you may draw a card.
- ☑ Add 4 to your check that has a mastered trait.
- Reduce damage of a mastered type you suffer by 2 (□ 4).
- 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 Card 1 of Cemetery (Sword of Subtlety)
- Defeated Cards 2,2a (Brimorak, Labyrinth Minotaur)
- Closed Cemetery
- Discarded The Foreign Trader, Sword of Subtlety, Blessing of Sivanah, Count Jeggare
- Recharged Fortune-Teller, Gem of Mental Acuity, Death's Touch
Board Status
Most Recent BR Refresh
Kess, Seoni - Cemetery CLOSED
Sacristy 1-10 remain
Shardra - Shrine to Baphomet 1-10 remain // 1=Elemental Bombardment
Celestial Beacon 1-10 remain // 1=Blessing of Xoveron
Cogsnap - Paradise Hill 1-10 remain
Cathedral of Chaos 1-5, Mist Horror remain // Bilious Bottle displayed here. Location is shuffled.
TColMaster Cogsnap |
Out of Turn Updates: None
Turn - Hour:Blessing of Ascension
Hour Rules: None
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
Explore: Incubus
BYA Int 11: 1d10 + 7 ⇒ (1) + 7 = 8
Shardra summons the Servitor Demon
Venomous Hand X Bow
Combat 15: 1d8 + 1d6 + 10 ⇒ (8) + (1) + 10 = 19
Defeated
Use Clockwork Servant to Explore:
Manual of War - cannot fail Ranged 8.
Treat Talisman of True Faith as Blessing of Ascension to Discard to Explore
Redeemer Blacksmith
Cannot fail the Craft 8
Use Potion of Focus for Charisma 9 part 2 of acquire check.
Put Acid Flask into recovery for Potion of Focus
Discard Redeemer Blacksmith to Explore ->Blessing of Ascension
Auto Acquire. Discard it to Explore ->Lymirin Discourses
Auto fail Wisdom 9 (d6)
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Cannot fail to recover all items in Recovery
Cogsnap resets their hand.
[u]Summary[/u]
Acquired: Manual of War, Redeemer Blacksmith, Blessing of Ascension
Banished: Incubus
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): Shardra summons the Servitor Demon
"
Hand: Venomous Hand Crossbow, Blackfingers, Elixir of Healing, Bottled Lightning, Manual of War, Potion of Focus, Clockwork Servant (Core) 2,
Displayed: Slick Leather,
Deck: 12 Discard: 6 Buried: 0
Hero Points: 3
Mythic Charges: 5
Middle of Deck (Unknown Order): Elixir of Focus, Anesthetizing SLime, Bot Elements 3, Elixir of Love, The Carnival, Acidic Bolas, Blast Stone
Recharged: Dragon's Breath (Core), Skitter, Clockwork Servant (Core), 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 ([X] 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 ( [X] 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 Treachery Demon.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
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:
Cohort
Traits: Cleric Outsider Pulura
Put this card on top of a character’s deck to evade a card that has the Demon trait. Recharge this card and choose a character to shuffle a card from his discard pile into his deck.
“With your help, Pulura’s Fall will be cleansed, and the balance shall be restored!”
When you defeat a Brimorak, you may not attempt to close the location it came from; put a Labyrinth Minotaur on top of that location deck.
When a villain is defeated and cannot escape, put it next to this card.
To win the scenario, both villains must be next to this card.
Henchman
Type: Monster
Traits: Outsider Minotaur
To Defeat: Combat 28
If this is the first exploration of your turn, before you act, each other character at your location attempts a Stealth or Survival 10 check. Characters that fail are dealt 1d4+1 Combat damage and move to a random location. If undefeated, recharge your hand, then summon and build the location Middle of Nowhere and move to it. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 5
Turn: 7, 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:
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.
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:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Barriers
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 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
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:
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 5
Traits:
Obstacle
Magic
To Defeat:
Wisdom
Perception
Survival 15
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.
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 5
Traits:
Hammer
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
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 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:
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
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 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 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 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 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 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard 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:
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 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:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
WotR
Item 3
Traits:
Liquid
Magic
Divine
To Acquire:
Craft
Wisdom
Divine 12
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
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
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 5
Traits:
Object
Magic
To Acquire:
Dexterity
Disable 13
Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
Recharge this card when a character at your location would be moved; that character does not move.
WotR
Item 2
Traits:
Book
Iomedae
To Acquire:
Wisdom
Divine 9
Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.
Allies
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.
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 5
Traits:
Outsider
Demon
Mythic
To Acquire:
None 0
To acquire this card, examine a number of cards from the blessings deck equal to the number of characters; discard all that do not have the Corrupted trait, then shuffle the blessings deck.
Bury this card and expend a mythic charge to search your location deck for a villain and put it on top of that deck. If you do not find a villain, each character summons and encounters this adventure's servitor demon.
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 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.
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
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 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.
Current Hour:
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hours Remaining: 23
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 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of 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 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 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 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 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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.
Location #1: Cemetery
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kess/Gimry, Seoni/TheChu, None
Location #2: Sacristy
At This Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
When Closing: Succeed at a Divine 7 check or discard a card that has the Divine trait.
When Permanently Closed: On closing, add 1 of your buried cards to your hand.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 4 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
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 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
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 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
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
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
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
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
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.
None
Villain 5
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 45
Belseferek may not be evaded and is immune to the Electricity, Mental, and Poison traits.
During this encounter, characters cannot display cards next to other character cards or other characters’ decks or play cards on other characters’ checks.
Before you act, succeed at a Constitution or Fortitude 14 check or bury 1d4+1 cards from your discard pile, your hand, and/or the top of your deck.
Location #3: Shrine to Baphomet
Abyssal
At This Location: Ignore the Magic trait on all boons.
When Closing: Succeed at a Wisdom, Divine, or Survival 12 check.
When Permanently Closed: On closing, draw a random blessing that does not have the Corrupted trait from the box.
M: 3 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 1
Located/Displayed Here: None
WotR
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
WotR
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.
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.
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
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 B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
WotR
Monster 1
Traits:
Plant
To Defeat:
Combat 11
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses_
Location #4: Celestial Beacon
At This Location: Add 1d8 to your checks against a monster that has the Demon trait.
When Closing: Summon and acquire a random non-Basic blessing.
When Permanently Closed: On closing, you may recharge a blessing from your discard pile.
M: 3 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
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
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
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
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
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
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
Villain 5
Type: Monster
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 30
THEN Combat 33
Ylleshka is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, add 5 to your checks to defeat.
Before you act, each character at your location is deald 1d12 Combat damage; the difficulty of a character's checks to defeat Ylleshka is increased by his result.
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 5
Traits:
Undead
Ghoul
To Defeat:
Combat 23
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.
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.
Location #5: Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/AbrahamZ., Cogsnap/tcolmaster01, None
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
Henchman B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Monster 5
Traits:
Outsider
Fiend
Monk
To Defeat:
Combat 24
The Upasunda is immune to the Poison trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
The Upasanda's difficulty to defeat cannot be reduced. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 3.
After you act, the Upasunda deals 1d6 Combat damage to you.
Location #6: Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
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
Armor 5
Traits:
Heavy Armor
Magic
Corrupted
Mythic
To Acquire:
Constitution
Fortitude 12
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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
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
Henchman B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
WotR
Item 5
Traits:
Book
Magic
Divine
Corrupted
To Acquire:
Banish a blessing 0
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.
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_
Kess - Gimry |
========================
Kess starts her turn.
Hour: Blessing of Shax
Hour Power:No effect.
Location: Cemetery
Location Power:All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Adventure Powers:
Scenario Powers:
Start of turn move to Celestial Beacon
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.
Auto Fail this
Discard Big Eyes to explore again
WotR
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Bury my Xoveron to acquire
Acquiring a Blessing/Ally lets me heal a card
Kess has all cards in her discard pile healed: (Big Eyes (Wolf)). Deck shuffled.
Discard Thylacine to explore again
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.
Charisma 7: 1d8 + 2 + 5 ⇒ (8) + 2 + 5 = 15
Charisma - 1d8+2
Mythic Marshal (Cha) - 5
Acquiring a Blessing/Ally lets me heal a card
Kess has all cards in her discard pile healed: (Thylacine). Deck shuffled.
Reveal Imp and Discard Xoveron to explore again
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.
Combat 19: 1d10 + 7 + 1d12 + 2d6 + 5 ⇒ (9) + 7 + (6) + (5, 3) + 5 = 35
Combat(Melee) - 1d10+7
Brawlers Might - 1d12
Amulet of Furious Fists - 2d6
Mythic Marshall (Str) - 5
Defeating a monster lets me heal a card
Kess has all cards in her discard pile healed: (Blessing of Xoveron (2)). Deck shuffled.
Discard Verdant Rager to explore again
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.
Survival 7: 1d4 + 1d6 ⇒ (4) + (1) = 5
Survival - 1d4
Verdant Rager - 1d6
"
Hand: Amulet of Furious Fists, Councilor's Ring, Topaz of Strength, Unfettered Imp, Blessing of the Green Faith, Blessing of Gorum,
Displayed: Bearskin Armor,
Deck: 14 Discard: 1 Buried: 1
Current Location: Celestial Beacon
Hero Points: 3
NOTES:
Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.
Other: Paizo reroll used for scenario 1-5C?: Y
Middle of Deck (Unknown Order): Big Eyes (Wolf), Leshykineticist, Sedja, Kaa (Reed Moccasin), Cloud Puff, Iron Knuckles, Crocodile Skin Madu, Gecks (Fire Gecko), Blessing of the Green Faith (2), Blessing of Gozreh, Magic Chain Mail, Thylacine, Blessing of Xoveron (2), Smokey (Bear)
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 (☑ or Any) 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
"Board Status
Most Recent BR Refresh
Seoni - Cemetery CLOSED
Sacristy 1-10 remain
Shardra - Shrine to Baphomet 1-10 remain // 1=Elemental Bombardment
Kess - Celestial Beacon 6-10 remain
Cogsnap - Paradise Hill 1-10 remain
Cathedral of Chaos 1-5, Mist Horror remain // Bilious Bottle displayed here. Location is shuffled."
TColMaster |
During This Adventure: The servitor demon is the henchman Treachery Demon.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
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:
Cohort
Traits: Cleric Outsider Pulura
Put this card on top of a character’s deck to evade a card that has the Demon trait. Recharge this card and choose a character to shuffle a card from his discard pile into his deck.
“With your help, Pulura’s Fall will be cleansed, and the balance shall be restored!”
When you defeat a Brimorak, you may not attempt to close the location it came from; put a Labyrinth Minotaur on top of that location deck.
When a villain is defeated and cannot escape, put it next to this card.
To win the scenario, both villains must be next to this card.
Henchman
Type: Monster
Traits: Outsider Minotaur
To Defeat: Combat 28
If this is the first exploration of your turn, before you act, each other character at your location attempts a Stealth or Survival 10 check. Characters that fail are dealt 1d4+1 Combat damage and move to a random location. If undefeated, recharge your hand, then summon and build the location Middle of Nowhere and move to it. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 5
Turn: 8, Shardra/AbrahamZ.
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:
Outsider
Demon
To Defeat:
Combat 22
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_
WotR
Monster 5
Traits:
Outsider
Fiend
To Defeat:
Combat 21
The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.
Bred for battle, these swift, deadly fiends serve as grunts in demonic armies_
WotR
Monster 5
Traits:
Outsider
Demon
To Defeat:
Combat 25
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.
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.
Barriers
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 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
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 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 summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Weapons
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 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 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 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 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
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 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 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
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
Divine
Attack
Veteran
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
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:
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 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it 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.
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 5
Traits:
Object
Magic
To Acquire:
Dexterity
Disable 13
Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
Recharge this card when a character at your location would be moved; that character does not move.
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 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 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 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.
Allies
WotR
Ally 1
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
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 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:
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 5
Traits:
Halfling
Cleric
To Acquire:
None 0
To acquire this card, summon and defeat the henchman Stringy Fiend.
Bury this card and choose a character at your location to shuffle 1d4+2 random cards from his discard pile into his deck.
Discard this card to explore your location. If the top card of the blessings discard pile has the Iomedae trait, you may recharge this card instead of discarding it.
Blessings
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
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
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: 22
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 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of 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 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 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 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 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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.
Location #1: Cemetery
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/TheChu, None
Location #2: Sacristy
At This Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
When Closing: Succeed at a Divine 7 check or discard a card that has the Divine trait.
When Permanently Closed: On closing, add 1 of your buried cards to your hand.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 4 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
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 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
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 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
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
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
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
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
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.
None
Villain 5
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 45
Belseferek may not be evaded and is immune to the Electricity, Mental, and Poison traits.
During this encounter, characters cannot display cards next to other character cards or other characters’ decks or play cards on other characters’ checks.
Before you act, succeed at a Constitution or Fortitude 14 check or bury 1d4+1 cards from your discard pile, your hand, and/or the top of your deck.
Location #3: Shrine to Baphomet
Abyssal
At This Location: Ignore the Magic trait on all boons.
When Closing: Succeed at a Wisdom, Divine, or Survival 12 check.
When Permanently Closed: On closing, draw a random blessing that does not have the Corrupted trait from the box.
M: 3 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 1
Located/Displayed Here: None
WotR
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
WotR
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.
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.
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
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 B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
WotR
Monster 1
Traits:
Plant
To Defeat:
Combat 11
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses_
Location #4: Celestial Beacon
At This Location: Add 1d8 to your checks against a monster that has the Demon trait.
When Closing: Summon and acquire a random non-Basic blessing.
When Permanently Closed: On closing, you may recharge a blessing from your discard pile.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kess/Gimry, None
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
Villain 5
Type: Monster
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 30
THEN Combat 33
Ylleshka is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, add 5 to your checks to defeat.
Before you act, each character at your location is deald 1d12 Combat damage; the difficulty of a character's checks to defeat Ylleshka is increased by his result.
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 5
Traits:
Undead
Ghoul
To Defeat:
Combat 23
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.
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.
Location #5: Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/AbrahamZ., Cogsnap/tcolmaster01, None
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
Henchman B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Monster 5
Traits:
Outsider
Fiend
Monk
To Defeat:
Combat 24
The Upasunda is immune to the Poison trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
The Upasanda's difficulty to defeat cannot be reduced. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 3.
After you act, the Upasunda deals 1d6 Combat damage to you.
Location #6: Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
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
Armor 5
Traits:
Heavy Armor
Magic
Corrupted
Mythic
To Acquire:
Constitution
Fortitude 12
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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
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
Henchman B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
WotR
Item 5
Traits:
Book
Magic
Divine
Corrupted
To Acquire:
Banish a blessing 0
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.
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_