[PFSACG]The Complete Adventure

Game Master TColMaster

Digital Chronicle Sheets

Shared Hand Tracker

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

Mythic Charges:

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

S&S Ship Rules:

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

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

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

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

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

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

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

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

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


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

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

Sniper's Studded Leather:

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.

Fiery Glare (Known):

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.

Corrosive Dagger +1:

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

Eagle Knight Dress Uniform:

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

Scenario Level (#): 5

Turn: 8, Kess/Gimry

Random Cards:

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

Spoiler:
Spectre
WotR
Monster 2
Traits:
Undead
Incorporeal
Elite
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask_

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

Spoiler:
Blasphemy Demon
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.

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

Barriers
Spoiler:
Telekinesis Trap
WotR
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 14
OR Disable 11
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

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

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

Spoiler:
Magic Ray Fusillade
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.

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

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

Spoiler:
Planar Crossbow +2
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.

Spoiler:
Traitor's Blade
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.

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

Spoiler:
Spellbreaker
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
Spoiler:
Death's Touch
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.

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

Spoiler:
Cape of Wasps
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.

Spoiler:
Consecrate
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.

Spoiler:
Death's Touch
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
Spoiler:
Ebon Thorn
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.

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

Spoiler:
Imperial Army Greathelm
WotR
Armor 2
Traits:
Heavy Armor
Magic
Veteran
To Acquire:
Constitution
Fortitude
Charisma 8
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

Items
Spoiler:
Fortune's Arrow
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.

Spoiler:
Skinstitcher's Manual
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.

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

Spoiler:
Boomcrown
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.

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

Allies
Spoiler:
Riftwarden
WotR
Ally 1
Traits:
Human
Wizard
To Acquire:
Intelligence
Knowledge 7
OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.

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

Spoiler:
Unfettered Imp
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.

Spoiler:
Druid of the Leaf
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.

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 22

Hourglass

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

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

Abyssal Rift Card 1:
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.
Abyssal Rift Card 2:
Demon Eater
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_
Abyssal Rift Card 3:
Bunyip
WotR
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
Abyssal Rift Card 4:
Toad Demon
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.
Abyssal Rift Card 5:
Grimslake
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_
Abyssal Rift Card 6:
Compelling Offer
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.
Abyssal Rift Card 7:
Groaning Gate
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.
Abyssal Rift Card 8:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Abyssal Rift Card 9:
Dismissal
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 8
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

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.
Family Tomb Card 1:
Incubus
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 15
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
If undefeated, banish an ally that does not have the Animal trait.
Family Tomb Card 2:
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.
Family Tomb Card 3:
Terraform
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.
Family Tomb Card 4:
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.
Family Tomb Card 5:
Torc of the Heavens
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.
Family Tomb Card 6:
Stalker's Crossbow
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,
Locust Shrine Card 1:
Elemental Bombardment
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.
Locust Shrine Card 2:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Locust Shrine Card 3:
Retainer
WotR
Ally B
Traits:
Elf
Hireling
To Acquire:
Charisma
Diplomacy 4
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

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
Abyssal River Card 1 (Demonic Cyclops):
Demonic Cyclops
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_
Abyssal River Card 2 (Grimslake):
Grimslake
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_
Abyssal River Card 3:
Spiked Pit Trap
WotR
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Abyssal River Card 4:
Almanac
WotR
Item 1
Traits:
Book
Elite
To Acquire:
Intelligence
Knowledge 7
Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.
Abyssal River Card 5:
Bilious Bottle
WotR
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Abyssal River Card 6:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Abyssal River Card 7:
Sacred Weapon
WotR
Spell B
Traits:
Magic
Divine
Attack
Veteran
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Abyssal River Card 8:
Greater Shadow
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_
Abyssal River Card 9:
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.

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!
Prison Vault Card 1:
Bloodscent
WotR
Spell 1
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 6
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.
Prison Vault Card 2:
Cold Iron Longsword
WotR
Weapon 1
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Prison Vault Card 3:
Arboreal Blight
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Prison Vault Card 4:
Mythic Glyph
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.
Prison Vault Card 5:
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.
Prison Vault Card 6:
Isilda
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.
Prison Vault Card 7:
Magic Ray Fusillade
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.
Prison Vault Card 8:
Nahyndrian Elixer
WotR
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic
To Acquire:
Intelligence
Craft
Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

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.
Cemetery Card 1:
Helm of the Serpent King
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.
Cemetery Card 2:
Heavy Pick +2
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.
Cemetery Card 3:
Nectar of the Gods
WotR
Item B
Traits:
Liquid
Mythic
To Acquire:
Wisdom
Divine 9
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.
Cemetery Card 4:
Spite Demon
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_
Cemetery Card 5:
Salamander
WotR
Monster 2
Traits:
Outsider
To Defeat:
Combat 15
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_
Cemetery Card 6:
Greed
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.
Cemetery Card 7:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Cemetery Card 8:
Blasphemous Priest
WotR
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.


========================
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:

  • The servitor demon is the henchman Vulture Demon.
    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

    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.

    Auto Acquire because I'm at an Abyssal Location

    Discard Thylacine to explore again

    Demon Eater:

    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

    Roll Details:

    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

    Bunyip:

    WotR
    Monster B
    Traits:
    Bunyip
    Aquatic
    Elite
    To Defeat:
    Combat 9
    Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    Damage dealt by the Bunyip may not be reduced.

    Auto fail the BYA.

    Combat 10(9+1): 1d10 + 7 + 1d12 + 5 ⇒ (6) + 7 + (8) + 5 = 26

    Roll Details:

    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

    Toad Demon:

    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

    Roll Details:

    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.

    "

    Kess wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Blessing of Gorum,
    Buried Pile:

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

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

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ 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"


  • Deck Handler

    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

    Locust Shrine Card 1 is Elemental Bombardment:

    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

    Locust Shrine Card 2 is Blessing of Ascension:

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

    Locust Shrine Card 3 is Retainer:

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

    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

    Cemetery Card 1 is Helm of the Serpent King:

    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

    Cemetery Card 2 is Heavy Pick +2:

    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."

    "

    Shardra wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Blessing of Nethys, Shield Cloak, Divine Blaze, Blessing of Pharasma 1, Blessing of Ascension, Vampire Bat, Crystal Ball,
    Buried Pile: Helm of the Serpent King,

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

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☑ 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

    "


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

    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

    Sniper's Studded Leather:

    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.

    Fiery Glare (Known):

    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.

    Corrosive Dagger +1:

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

    Eagle Knight Dress Uniform:

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

    Heavy Pick +2:

    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

    Random Cards:

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

    Spoiler:
    Mist Horror
    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.

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

    Spoiler:
    Cambion
    WotR
    Monster B
    Traits:
    Outsider
    Demon
    Elite
    To Defeat:
    Combat 12
    The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    If undefeated, bury an ally that lists Diplomacy in its check to acquire.
    This leering, red-skinned humanoid has cloven hooves and a pair of black horns_

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

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

    Spoiler:
    Maze Tapestry
    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.

    Spoiler:
    Gift of Shamira
    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.

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

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

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

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

    Spoiler:
    Skirmishing Spear
    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.

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

    Spoiler:
    Sawtooth Sabre +2
    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
    Spoiler:
    Pillar of Life
    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.

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

    Spoiler:
    Charm Monster
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
    If you do not have the Arcane or Divine skill, banish this card after playing it.

    Spoiler:
    Rune of Jandelay
    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.

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

    Spoiler:
    Imperial Army Greathelm
    WotR
    Armor 2
    Traits:
    Heavy Armor
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude
    Charisma 8
    Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Expeditious Chain Mail
    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.

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

    Spoiler:
    Celestial Armor
    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
    Spoiler:
    Pure Holy Water
    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.

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

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

    Spoiler:
    Pure Holy Water
    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.

    Spoiler:
    Manual of War
    WotR
    Item 1
    Traits:
    Book
    To Acquire:
    Melee
    Ranged 8
    Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

    Allies
    Spoiler:
    Merchant Lord
    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.

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

    Spoiler:
    Jesker Helton
    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.

    Spoiler:
    Runelord Alderpash
    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.

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

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

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

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

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

    Spoiler:
    Blessing of 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.

    Current Hour:

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

    Hours Remaining: 20

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 2 Kess/Gimry:
    Spoiler:
    Hourglass Card 2 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 3 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 3 Shardra/AbrahamZ.
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 4 Seoni/TheChu:
    Spoiler:
    Hourglass Card 4 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 5 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 5 Cogsnap/tcolmaster01
    Blessing of 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.
    Hourglass Card 6 Kess/Gimry:
    Spoiler:
    Hourglass Card 6 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 7 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 7 Shardra/AbrahamZ.
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Seoni/TheChu:
    Spoiler:
    Hourglass Card 8 Seoni/TheChu
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 9 Cogsnap/tcolmaster01
    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.
    Hourglass Card 10 Kess/Gimry:
    Spoiler:
    Hourglass Card 10 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 11 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 11 Shardra/AbrahamZ.
    Blessing of 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.
    Hourglass Card 12 Seoni/TheChu:
    Spoiler:
    Hourglass Card 12 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 13 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 13 Cogsnap/tcolmaster01
    Blessing of 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.
    Hourglass Card 14 Kess/Gimry:
    Spoiler:
    Hourglass Card 14 Kess/Gimry
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 15 Shardra/AbrahamZ.
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Seoni/TheChu:
    Spoiler:
    Hourglass Card 16 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 17 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 17 Cogsnap/tcolmaster01
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Kess/Gimry:
    Spoiler:
    Hourglass Card 18 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 19 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 19 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 20 Seoni/TheChu:
    Spoiler:
    Hourglass Card 20 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    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

    Abyssal Rift Card 1 (Grimslake):
    Grimslake
    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_
    Abyssal Rift Card 2:
    Compelling Offer
    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.
    Abyssal Rift Card 3:
    Groaning Gate
    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.
    Abyssal Rift Card 4:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Abyssal Rift Card 5:
    Dismissal
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 8
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

    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.
    Family Tomb Card 1:
    Incubus
    WotR
    Monster 2
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 15
    The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
    Before you act, another character at your location summons and encounters this adventure's servitor demon.
    If undefeated, banish an ally that does not have the Animal trait.
    Family Tomb Card 2:
    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.
    Family Tomb Card 3:
    Terraform
    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.
    Family Tomb Card 4:
    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.
    Family Tomb Card 5:
    Torc of the Heavens
    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.
    Family Tomb Card 6:
    Stalker's Crossbow
    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

    Abyssal River Card 1 (Demonic Cyclops):
    Demonic Cyclops
    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_
    Abyssal River Card 2 (Grimslake):
    Grimslake
    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_
    Abyssal River Card 3:
    Spiked Pit Trap
    WotR
    Barrier B
    Traits:
    Trap
    Veteran
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
    Abyssal River Card 4:
    Almanac
    WotR
    Item 1
    Traits:
    Book
    Elite
    To Acquire:
    Intelligence
    Knowledge 7
    Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.
    Abyssal River Card 5:
    Bilious Bottle
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Elite
    To Defeat:
    None 0
    Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
    1. You are dealt 1d4+1 Poison damage.
    2. You are dealt 1d4+1 Fire damage.
    3. Bury the top card of your deck.
    4. Discard a card and banish this barrier.
    Abyssal River Card 6:
    Cultist Archer
    WotR
    Monster 2
    Traits:
    Half-Elf
    Cultist
    Ranger
    To Defeat:
    Combat 14
    Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
    Abyssal River Card 7:
    Sacred Weapon
    WotR
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Veteran
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Abyssal River Card 8:
    Greater Shadow
    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_
    Abyssal River Card 9:
    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.

    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!
    Prison Vault Card 1:
    Bloodscent
    WotR
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 6
    Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.
    Prison Vault Card 2:
    Cold Iron Longsword
    WotR
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Elite
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    Prison Vault Card 3:
    Arboreal Blight
    WotR
    Barrier B
    Traits:
    Skirmish
    Demon
    To Defeat:
    None 0
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
    Prison Vault Card 4:
    Mythic Glyph
    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.
    Prison Vault Card 5:
    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.
    Prison Vault Card 6:
    Isilda
    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.
    Prison Vault Card 7:
    Magic Ray Fusillade
    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.
    Prison Vault Card 8:
    Nahyndrian Elixer
    WotR
    Item 2
    Traits:
    Liquid
    Temptation
    Corrupted
    Mythic
    To Acquire:
    Intelligence
    Craft
    Knowledge 10
    Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

    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.
    Cemetery Card 1:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Cemetery Card 2:
    Nectar of the Gods
    WotR
    Item B
    Traits:
    Liquid
    Mythic
    To Acquire:
    Wisdom
    Divine 9
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.


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

    ========================
    Seoni starts her turn.
    Hour: Blessing of Abraxas
    Hour Power:No effect.
    Location: 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.

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

    Combat 15: 1d20 + 4 + 2 + 6 + 1d6 + 4 + 2d12 ⇒ (10) + 4 + 2 + 6 + (4) + 4 + (6, 6) = 42

    Roll Details:

    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 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.

    Auto-success, discard Blessing of the Starsong to explore again

    Terraform:
    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-success, discard Blessing of Pharasma to explore again

    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.

    Auto-success, discard Blessing of Torag to explore again

    Torc of the Heavens:
    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.

    Divine 13: 1d4 + 4 + 2d4 ⇒ (2) + 4 + (2, 4) = 12

    Roll Details:

    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

    Roll Details:

    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

    Seoni wrote:

    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!

    Deck, Discard, Buried:

    Reloaded:
    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: Acadamae Student (Peri), Blessing of Sivanah, Incanter (Issa), Black Dragonhide Breastplate, Lightning Bolt (Core), Korvosan House Drake (Lockheed), Blessing of the Starsong, Blessing of Pharasma, Blessing of Torag, Blessing of Abraxas, Terraform,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    - 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.


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

    Out of Turn Updates: None

    Turn - Hour:Blessing of Ascension
    Hour Rules: None
    SOT: None
    Give Card: None
    Move: 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

    "

    Cogsnap wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Blessing of Nethys (Core),
    Buried Pile: The Carnival, Anesthetizing SLime,

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

    "


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

    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

    Sniper's Studded Leather:

    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.

    Fiery Glare (Known):

    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.

    Corrosive Dagger +1:

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

    Eagle Knight Dress Uniform:

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

    Heavy Pick +2:

    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.

    Torc of the Heavens:

    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

    Random Cards:

    Monsters
    Spoiler:
    Mercenary
    WotR
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 10
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.
    Armed to the teeth, a mercenary has survived both wars and reckless adventurers_

    Spoiler:
    Spite Demon
    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_

    Spoiler:
    Filth Demon
    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.

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

    Spoiler:
    Umbral Dragon
    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
    Spoiler:
    Maze Tapestry
    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.

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

    Spoiler:
    Gift of Shamira
    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.

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

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

    Weapons
    Spoiler:
    Skirmishing Spear
    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.

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

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

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

    Spoiler:
    Keen Scythe +2
    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
    Spoiler:
    Create Spiked Pit
    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.

    Spoiler:
    Divine Blaze
    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.

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

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

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

    Armors
    Spoiler:
    Expeditious Chain Mail
    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.

    Spoiler:
    Spiritwalk Armor
    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.

    Spoiler:
    Spiked Plate
    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.

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

    Spoiler:
    Expeditious Chain Mail
    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
    Spoiler:
    Pauper's Thighbone
    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.

    Spoiler:
    Manual of War
    WotR
    Item 1
    Traits:
    Book
    To Acquire:
    Melee
    Ranged 8
    Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

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

    Spoiler:
    Boomcrown
    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.

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

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

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

    Spoiler:
    Wolf
    WotR
    Ally 2
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location.

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Shardra/AbrahamZ.
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 2 Seoni/TheChu:
    Spoiler:
    Hourglass Card 2 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 3 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    Blessing of 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.
    Hourglass Card 4 Kess/Gimry:
    Spoiler:
    Hourglass Card 4 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 5 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Shardra/AbrahamZ.
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    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.
    Hourglass Card 8 Kess/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 9 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Shardra/AbrahamZ.
    Blessing of 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.
    Hourglass Card 10 Seoni/TheChu:
    Spoiler:
    Hourglass Card 10 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 11 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Cogsnap/tcolmaster01
    Blessing of 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.
    Hourglass Card 12 Kess/Gimry:
    Spoiler:
    Hourglass Card 12 Kess/Gimry
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 Shardra/AbrahamZ.
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Seoni/TheChu:
    Spoiler:
    Hourglass Card 14 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 15 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Cogsnap/tcolmaster01
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Kess/Gimry:
    Spoiler:
    Hourglass Card 16 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 17 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 17 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 18 Seoni/TheChu:
    Spoiler:
    Hourglass Card 18 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    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

    Abyssal Rift Card 1 (Grimslake):
    Grimslake
    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_
    Abyssal Rift Card 2:
    Compelling Offer
    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.
    Abyssal Rift Card 3:
    Groaning Gate
    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.
    Abyssal Rift Card 4:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Abyssal Rift Card 5:
    Dismissal
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 8
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

    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.
    Family Tomb Card 1:
    Stalker's Crossbow
    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

    Abyssal River Card 1:
    Spiked Pit Trap
    WotR
    Barrier B
    Traits:
    Trap
    Veteran
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
    Abyssal River Card 2:
    Almanac
    WotR
    Item 1
    Traits:
    Book
    Elite
    To Acquire:
    Intelligence
    Knowledge 7
    Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.
    Abyssal River Card 3:
    Bilious Bottle
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Elite
    To Defeat:
    None 0
    Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
    1. You are dealt 1d4+1 Poison damage.
    2. You are dealt 1d4+1 Fire damage.
    3. Bury the top card of your deck.
    4. Discard a card and banish this barrier.
    Abyssal River Card 4:
    Cultist Archer
    WotR
    Monster 2
    Traits:
    Half-Elf
    Cultist
    Ranger
    To Defeat:
    Combat 14
    Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
    Abyssal River Card 5:
    Sacred Weapon
    WotR
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Veteran
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Abyssal River Card 6:
    Greater Shadow
    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_
    Abyssal River Card 7:
    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.

    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!
    Prison Vault Card 1:
    Bloodscent
    WotR
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 6
    Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.
    Prison Vault Card 2:
    Cold Iron Longsword
    WotR
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Elite
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    Prison Vault Card 3:
    Arboreal Blight
    WotR
    Barrier B
    Traits:
    Skirmish
    Demon
    To Defeat:
    None 0
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
    Prison Vault Card 4:
    Mythic Glyph
    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.
    Prison Vault Card 5:
    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.
    Prison Vault Card 6:
    Isilda
    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.
    Prison Vault Card 7:
    Magic Ray Fusillade
    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.
    Prison Vault Card 8:
    Nahyndrian Elixer
    WotR
    Item 2
    Traits:
    Liquid
    Temptation
    Corrupted
    Mythic
    To Acquire:
    Intelligence
    Craft
    Knowledge 10
    Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

    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.
    Cemetery Card 1:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Cemetery Card 2:
    Nectar of the Gods
    WotR
    Item B
    Traits:
    Liquid
    Mythic
    To Acquire:
    Wisdom
    Divine 9
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.


    ========================
    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:

  • The servitor demon is the henchman Vulture Demon.
    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

    Grimslake:

    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

    Roll Details:

    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

    Compelling Offer:

    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."

    "

    Kess wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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:

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

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

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ 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."


  • Deck Handler

    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

    Abyssal River Card 1 is Spiked Pit Trap:

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

    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

    Abyssal River Card 2 is Almanac:

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

    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."

    "

    Shardra wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Blessing of Nethys, Shield Cloak, Divine Blaze, Blessing of Pharasma 1, Blessing of Ascension, Vampire Bat, Crystal Ball, Almanac,
    Buried Pile: Helm of the Serpent King,

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

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☑ 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's Deck Handler STR d6 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d6 (Perception +2)| CHA d12 (Arcane +2)

    ========================
    Seoni starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: 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.

    Stalker's Crossbow:
    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.

    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

    Wight:
    WotR
    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

    Roll Details:

    Arcane: 1d12+4+2
    Miscellaneous: Mythic Charges: 5
    Miscellaneous: Count Jeggare: 1d6
    Adding/Existing Elemental Mastery Trait: 4
    Frost Ray: 3d6

    Location is closed

    Seoni wrote:

    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!

    Deck, Discard, Buried:

    Reloaded:
    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: Acadamae Student (Peri), Blessing of Sivanah, Incanter (Issa), Black Dragonhide Breastplate, Lightning Bolt (Core), Korvosan House Drake (Lockheed), Blessing of the Starsong, Blessing of Pharasma, Blessing of Torag, Blessing of Abraxas, Terraform,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    - 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.


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

    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

    "

    Cogsnap wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Pure Holy Water,
    Buried Pile: The Carnival, Anesthetizing SLime,

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

    "


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

    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

    "

    Cogsnap wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Pure Holy Water,
    Buried Pile: The Carnival, Anesthetizing SLime,

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

    "


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

    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:

    Compelling Offer:

    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

    Sniper's Studded Leather:

    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.

    Fiery Glare (Known):

    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.

    Corrosive Dagger +1:

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

    Eagle Knight Dress Uniform:

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

    Heavy Pick +2:

    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.

    Torc of the Heavens:

    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.

    Stalker's Crossbow:

    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.

    Sacred Weapon:

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

    Scenario Level (#): 5

    Turn: 16, Kess/Gimry

    Random Cards:

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

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

    Spoiler:
    Demonic Cyclops
    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_

    Spoiler:
    Accursed Priest
    WotR
    Monster 1
    Traits:
    Undead
    Cleric
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8
    The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
    If defeated, recharge a random blessing from your discard pile.
    If undefeated, bury the bottom card of your deck.

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

    Barriers
    Spoiler:
    Abyssal Shortcut
    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.

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

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

    Spoiler:
    Telekinesis Trap
    WotR
    Barrier 2
    Traits:
    Trap
    Arcane
    Magic
    To Defeat:
    ArcaneDivine 14
    OR Disable 11
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
    While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

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

    Weapons
    Spoiler:
    Blackaxe
    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.

    Spoiler:
    Rod of the Viper
    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.

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

    Spoiler:
    Traitor's Blade
    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.

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

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

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

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

    Spoiler:
    Hellmouth Lash
    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.

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

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

    Spoiler:
    Demon Armor
    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.

    Spoiler:
    Demon Armor
    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.

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

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

    Items
    Spoiler:
    Skinstitcher's Manual
    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.

    Spoiler:
    Manual of War
    WotR
    Item 1
    Traits:
    Book
    To Acquire:
    Melee
    Ranged 8
    Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

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

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

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

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

    Spoiler:
    Kimroth Otai
    WotR
    Ally 1
    Traits:
    Human
    Fighter
    To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card and another ally to draw a card.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.

    Spoiler:
    Merchant Lord
    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.

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 14

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Shardra/AbrahamZ.
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Seoni/TheChu:
    Spoiler:
    Hourglass Card 2 Seoni/TheChu
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    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.
    Hourglass Card 4 Kess/Gimry:
    Spoiler:
    Hourglass Card 4 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 5 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Shardra/AbrahamZ.
    Blessing of 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.
    Hourglass Card 6 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of 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.
    Hourglass Card 8 Kess/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Shardra/AbrahamZ.
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Seoni/TheChu:
    Spoiler:
    Hourglass Card 10 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 11 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Cogsnap/tcolmaster01
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Kess/Gimry:
    Spoiler:
    Hourglass Card 12 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 13 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 14 Seoni/TheChu:
    Spoiler:
    Hourglass Card 14 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    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

    Abyssal Rift Card 1:
    Groaning Gate
    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.
    Abyssal Rift Card 2:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Abyssal Rift Card 3:
    Dismissal
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 8
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

    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,

    Bilious Bottle (Known):

    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.

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

    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!
    Prison Vault Card 1 (Bloodscent):
    Bloodscent
    WotR
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 6
    Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.
    Prison Vault Card 2 (Cold Iron Longsword):
    Cold Iron Longsword
    WotR
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Elite
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    Prison Vault Card 3:
    Arboreal Blight
    WotR
    Barrier B
    Traits:
    Skirmish
    Demon
    To Defeat:
    None 0
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
    Prison Vault Card 4:
    Mythic Glyph
    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.
    Prison Vault Card 5:
    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.
    Prison Vault Card 6:
    Isilda
    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.
    Prison Vault Card 7:
    Magic Ray Fusillade
    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.
    Prison Vault Card 8:
    Nahyndrian Elixer
    WotR
    Item 2
    Traits:
    Liquid
    Temptation
    Corrupted
    Mythic
    To Acquire:
    Intelligence
    Craft
    Knowledge 10
    Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

    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.
    Cemetery Card 1:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Cemetery Card 2:
    Nectar of the Gods
    WotR
    Item B
    Traits:
    Liquid
    Mythic
    To Acquire:
    Wisdom
    Divine 9
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.


    Deck Handler

    Shardra heals 3 - thx!

    "

    Shardra wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Divine Blaze, Blessing of Ascension, Vampire Bat, Crystal Ball, Almanac,
    Buried Pile: Helm of the Serpent King,

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

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☑ 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 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:

  • The servitor demon is the henchman Vulture Demon.
    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

    Move to Prison Vault
    Location power prevents explorations

    Abyssal Rift flips to d4 side

    "

    Kess wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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:

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

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

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ 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

    "


  • Deck Handler

    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."

    "

    Shardra wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Divine Blaze, Blessing of Ascension, Vampire Bat, Crystal Ball, Almanac,
    Buried Pile: Helm of the Serpent King,

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

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☑ 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's Deck Handler STR d6 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d6 (Perception +2)| CHA d12 (Arcane +2)

    ========================
    Seoni starts her turn.
    Hour: Blessing of 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.

    Seoni wrote:

    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!

    Deck, Discard, Buried:

    Reloaded:
    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: Acadamae Student (Peri), Blessing of Sivanah, Incanter (Issa), Black Dragonhide Breastplate, Lightning Bolt (Core), Korvosan House Drake (Lockheed), Blessing of the Starsong, Blessing of Pharasma, Blessing of Torag, Blessing of Abraxas, Terraform,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    - 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.


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

    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
    "

    Cogsnap wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Blackfingers, Blessing of Ascension, Pure Holy Water,
    Buried Pile: The Carnival, Anesthetizing SLime,

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

    "


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

    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:

    Compelling Offer:

    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

    Sniper's Studded Leather:

    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.

    Fiery Glare (Known):

    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.

    Corrosive Dagger +1:

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

    Eagle Knight Dress Uniform:

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

    Heavy Pick +2:

    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.

    Torc of the Heavens:

    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.

    Stalker's Crossbow:

    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.

    Sacred Weapon:

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

    Scenario Level (#): 5

    Turn: 20, Kess/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Warmonger Wasp
    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_

    Spoiler:
    Blasphemy Demon
    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.

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

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

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

    Barriers
    Spoiler:
    Temptation of Favor
    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.

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

    Spoiler:
    Greed
    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.

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

    Spoiler:
    Compelling Offer
    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
    Spoiler:
    Spellbreaker
    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.

    Spoiler:
    Disrupting Warhammer
    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.

    Spoiler:
    Holy Glaive of Speed
    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.

    Spoiler:
    Rapier of Puncturing
    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.

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

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

    Spoiler:
    Ice Strike
    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.

    Spoiler:
    Icy Prison
    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.

    Spoiler:
    Dragon's Breath
    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.

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

    Armors
    Spoiler:
    Imperial Army Greathelm
    WotR
    Armor 2
    Traits:
    Heavy Armor
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude
    Charisma 8
    Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Spiritwalk Armor
    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.

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

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

    Spoiler:
    Boomcrown
    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.

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

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

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

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

    Spoiler:
    Thylacine
    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.

    Spoiler:
    Wolf
    WotR
    Ally 2
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location.

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

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

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

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

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

    Spoiler:
    Blessing of 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.

    Current Hour:

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

    Hours Remaining: 10

    Hourglass

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

    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:

    Bilious Bottle (Known):

    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.

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

    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!
    Prison Vault Card 1 (Bloodscent):
    Bloodscent
    WotR
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 6
    Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.
    Prison Vault Card 2 (Cold Iron Longsword):
    Cold Iron Longsword
    WotR
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Elite
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    Prison Vault Card 3:
    Arboreal Blight
    WotR
    Barrier B
    Traits:
    Skirmish
    Demon
    To Defeat:
    None 0
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
    Prison Vault Card 4:
    Mythic Glyph
    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.
    Prison Vault Card 5:
    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.
    Prison Vault Card 6:
    Isilda
    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.
    Prison Vault Card 7:
    Magic Ray Fusillade
    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.
    Prison Vault Card 8:
    Nahyndrian Elixer
    WotR
    Item 2
    Traits:
    Liquid
    Temptation
    Corrupted
    Mythic
    To Acquire:
    Intelligence
    Craft
    Knowledge 10
    Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

    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.
    Cemetery Card 1:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Cemetery Card 2:
    Nectar of the Gods
    WotR
    Item B
    Traits:
    Liquid
    Mythic
    To Acquire:
    Wisdom
    Divine 9
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.


    ========================
    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:

  • The servitor demon is the henchman Vulture Demon.
    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

    Bloodscent:

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

    Auto Fail that

    Discard Verdant Rager to explore again

    Cold Iron Longsword:

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

    Auto Fail this

    Discard Blessing of Xoveron to explore again

    Arboreal Blight:

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

    Fiendish Tree:

    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

    Roll Details:

    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


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

    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

    "

    Cogsnap wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Blackfingers, Blessing of Ascension, Pure Holy Water, Dismissal, Talisman of True Faith, Starbow, Blast Stone,
    Buried Pile: The Carnival, Anesthetizing SLime,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Mythic:Dexterity d8 ☑ +1 ☑ +2 ☑ +3
    Disable +3
    Ranged +1
    Constitution d6 ☐ +1 ☐ +2
    Mythic:Intelligence d10 ☑ +1 ☑ +2 ☐ +3
    Arcane +1
    Craft +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2
    Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
    Mythic Charges: 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's Deck Handler STR d6 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d6 (Perception +2)| CHA d12 (Arcane +2)

    Off-turn encounter

    Fiendish Tree:
    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.

    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

    Roll Details:

    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

    Seoni wrote:

    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!

    Deck, Discard, Buried:

    Reloaded:
    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: Acadamae Student (Peri), Blessing of Sivanah, Incanter (Issa), Black Dragonhide Breastplate, Korvosan House Drake (Lockheed), Blessing of the Starsong, Blessing of Pharasma, Blessing of Torag, Blessing of Abraxas, Terraform, Good Omen (Core), Fortune-teller (Janni), The Foreign Trader,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    - 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


    Deck Handler

    Fiendish Tree:

    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

    "

    Shardra wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Divine Blaze, Blessing of Ascension, Vampire Bat, Crystal Ball, Almanac, Blessing of Abadar, Aqueous Orb, Kolo (WoTR),
    Buried Pile: Helm of the Serpent King,

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

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☑ 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

    "


    All trees defeated, so just end my turn

    "

    Kess wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Verdant Rager, Blessing of Xoveron, Leshykineticist, Blessing of the Green Faith,
    Buried Pile:

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

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

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ 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."


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

    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:

    Compelling Offer:

    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

    Sniper's Studded Leather:

    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.

    Fiery Glare (Known):

    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.

    Corrosive Dagger +1:

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

    Eagle Knight Dress Uniform:

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

    Heavy Pick +2:

    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.

    Torc of the Heavens:

    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.

    Stalker's Crossbow:

    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.

    Sacred Weapon:

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

    Bloodscent (Known):

    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.

    Cold Iron Longsword (Known):

    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.

    Random Cards:

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

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

    Spoiler:
    Drake Rider
    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.

    Spoiler:
    Stone Golem
    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_

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

    Barriers
    Spoiler:
    Telekinesis Trap
    WotR
    Barrier 2
    Traits:
    Trap
    Arcane
    Magic
    To Defeat:
    ArcaneDivine 14
    OR Disable 11
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
    While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

    Spoiler:
    Glimmer of Hope
    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.

    Spoiler:
    Maze Tapestry
    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.

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

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

    Weapons
    Spoiler:
    Disrupting Warhammer
    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.

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

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

    Spoiler:
    Rod of the Viper
    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.

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

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

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

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

    Spoiler:
    Ice Strike
    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.

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

    Armors
    Spoiler:
    Expeditious Chain Mail
    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.

    Spoiler:
    Spiritwalk Armor
    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.

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

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

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

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

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

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

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

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

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

    Spoiler:
    Pit Gladiator
    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.

    Spoiler:
    Riftwarden
    WotR
    Ally 1
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Knowledge 7
    OR Diplomacy 10
    Recharge this card to add 1 die to your check to close a location.
    Discard this card to explore your location.

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

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

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

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

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

    Current Hour:

    Blessing of the Starsong:
    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.

    Hours Remaining: 9

    Hourglass

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

    Bilious Bottle (Known):

    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.

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

    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!
    Prison Vault Card 1:
    Mythic Glyph
    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.
    Prison Vault Card 2:
    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.
    Prison Vault Card 3:
    Isilda
    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.
    Prison Vault Card 4:
    Magic Ray Fusillade
    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.
    Prison Vault Card 5:
    Nahyndrian Elixer
    WotR
    Item 2
    Traits:
    Liquid
    Temptation
    Corrupted
    Mythic
    To Acquire:
    Intelligence
    Craft
    Knowledge 10
    Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

    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.
    Cemetery Card 1:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Cemetery Card 2:
    Nectar of the Gods
    WotR
    Item B
    Traits:
    Liquid
    Mythic
    To Acquire:
    Wisdom
    Divine 9
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.


    Deck Handler

    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

    Prison Vault Card 1 is Mythic Glyph:

    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.

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

    Off-turn encounter

    Mythic Glyph:
    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.

    Arcane 17: 1d12 + 4 + 2 + 5 + 1d6 + 4 ⇒ (8) + 4 + 2 + 5 + (1) + 4 = 24

    Roll Details:

    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

    Seoni wrote:

    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!

    Deck, Discard, Buried:

    Reloaded:
    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: Acadamae Student (Peri), Blessing of Sivanah, Incanter (Issa), Black Dragonhide Breastplate, Korvosan House Drake (Lockheed), Blessing of the Starsong, Blessing of Pharasma, Blessing of Torag, Blessing of Abraxas, Terraform, Good Omen (Core), Fortune-teller (Janni), The Foreign Trader, Lightning Bolt (Core), Fireball Beads, Wand of Acid Burst, Vampiric Touch,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    - 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


    Knowledge 14: 1d4 + 1d20 + 1d20 ⇒ (4) + (14) + (17) = 35

    Roll Details:

    Knowledge - 1d4
    Sedja - 1d20 1d8
    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


    Deck Handler

    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

    Prison Vault Card 2:

    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!

    "

    Shardra wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fly, Verbovezzor, Cloudburst, Blessing of Nethys
    Recharged:
    Discard Pile: Divine Blaze, Blessing of Ascension, Vampire Bat, Crystal Ball, Almanac, Blessing of Abadar, Aqueous Orb, Kolo (WoTR), Major Cure, Flame Staff, Cleric of Nethys, Blessing of Xoveron, Book of the Damned,
    Buried Pile: Helm of the Serpent King,

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

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☑ 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's Deck Handler STR d6 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d6 (Perception +2)| CHA d12 (Arcane +2)

    ========================
    Seoni starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: 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.

    Isilda:
    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.

    BYA Knowledge 20: 1d20 + 1 + 2 + 7 + 1d6 + 4 ⇒ (17) + 1 + 2 + 7 + (1) + 4 = 32

    Roll Details:

    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

    Roll Details:

    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!


    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)


    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.


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

    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:

    High Priestess Eliandra:

    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.

    Labyrinth Minotaur:

    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.

    Random Cards:

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

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

    Spoiler:
    Putrid Ooze
    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_

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

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

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

    Spoiler:
    Maze Tapestry
    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.

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

    Spoiler:
    Magic Ray Fusillade
    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.

    Spoiler:
    Temptation of Sorcery
    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
    Spoiler:
    Keen Scythe +2
    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.

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

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

    Spoiler:
    Sawtooth Sabre +2
    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.

    Spoiler:
    Rod of the Viper
    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
    Spoiler:
    Hellmouth Lash
    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.

    Spoiler:
    Steal Soul
    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.

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

    Spoiler:
    Elemental Bombardment
    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.

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

    Armors
    Spoiler:
    Decemvirate Helm
    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.

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

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

    Spoiler:
    Celestial Armor
    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.

    Spoiler:
    Spiny Shield
    WotR
    Armor 2
    Traits:
    Shield
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Evocation Staff
    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.

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

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

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

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

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

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

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

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

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

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

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


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

    Starting Location: Cathedral of Chaos

    "

    Cogsnap wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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:

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

    "


    Deck Handler

    Starting location: Sacristy.

    "

    Shardra wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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:

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

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☑ 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's Deck Handler STR d6 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d6 (Perception +2)| CHA d12 (Arcane +2)

    Seoni starts at the Cemetery.

    Seoni wrote:

    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!

    Deck, Discard, Buried:

    Reloaded:
    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:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    - 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


    Start at the Cemetary

    "

    Kess wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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:

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

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

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ 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

    "


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

    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:

    High Priestess Eliandra:

    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.

    Labyrinth Minotaur:

    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

    Random Cards:

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

    Spoiler:
    Salamander
    WotR
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

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

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

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

    Spoiler:
    Abyssal Shortcut
    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.

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

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

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

    Weapons
    Spoiler:
    Planar Crossbow +2
    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.

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

    Spoiler:
    Sawtooth Sabre +2
    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.

    Spoiler:
    Traitor's Blade
    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.

    Spoiler:
    Planar Crossbow +2
    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
    Spoiler:
    Mirror Image
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 6
    Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.

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

    Spoiler:
    Divine Blaze
    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.

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

    Spoiler:
    Breath of Life
    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
    Spoiler:
    Spiked Plate
    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.

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

    Spoiler:
    Pauldrons of Unflinching Fortitude
    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.

    Spoiler:
    Sniper's Studded Leather
    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.

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

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

    Spoiler:
    Climber's Gloves
    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.

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

    Spoiler:
    Iron Shackles
    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.

    Spoiler:
    Swarmlord's Jar
    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
    Spoiler:
    Wolf
    WotR
    Ally 2
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location.

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

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

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

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

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

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

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

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

    Spoiler:
    Blessing of 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.

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

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

    Cemetery Card 1:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #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
    Sacristy Card 1:
    Belseferek
    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
    Shrine to Baphomet Card 1:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #4: 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
    Celestial Beacon Card 1:
    Ylleshka
    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
    Paradise Hill Card 1:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #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
    Cathedral of Chaos Card 1:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.


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

    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:

    High Priestess Eliandra:

    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.

    Labyrinth Minotaur:

    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

    Random Cards:

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

    Spoiler:
    Salamander
    WotR
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

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

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

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

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

    Spoiler:
    Greed
    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.

    Spoiler:
    Groaning Gate
    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.

    Spoiler:
    Telekinesis Trap
    WotR
    Barrier 2
    Traits:
    Trap
    Arcane
    Magic
    To Defeat:
    ArcaneDivine 14
    OR Disable 11
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
    While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

    Spoiler:
    Gift of Shamira
    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
    Spoiler:
    Stalker's Crossbow
    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.

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

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

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

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

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

    Spoiler:
    Create Spiked Pit
    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.

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

    Spoiler:
    Terraform
    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.

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

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

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

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

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

    Spoiler:
    Chaos Stone
    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.

    Spoiler:
    Talisman of Good
    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.

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

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

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

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

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

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

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

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

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

    Spoiler:
    Blessing of 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.

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

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

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

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

    Cemetery Card 1:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Cemetery Card 2:
    Ghoul
    WotR
    Monster B
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.
    Cemetery Card 3:
    Incubus
    WotR
    Monster 2
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 15
    The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
    Before you act, another character at your location summons and encounters this adventure's servitor demon.
    If undefeated, banish an ally that does not have the Animal trait.
    Cemetery Card 4:
    Swarmlord's Jar
    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.
    Cemetery Card 5:
    Spiked Pit Trap
    WotR
    Barrier B
    Traits:
    Trap
    Veteran
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
    Cemetery Card 6:
    Man-Eating Aurochs
    WotR
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
    No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_
    Cemetery Card 7:
    Sword of Subtlety
    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.
    Cemetery Card 8:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Cemetery Card 9:
    Imperial Army Greathelm
    WotR
    Armor 2
    Traits:
    Heavy Armor
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude
    Charisma 8
    Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.
    Cemetery Card 10:
    Rapier of Puncturing
    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
    Sacristy Card 1:
    Bejeweled Helm
    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.
    Sacristy Card 2:
    Wand of Sacred Weapon
    WotR
    Item 2
    Traits:
    Wand
    Attack
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 10
    For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.
    Sacristy Card 3:
    Exorcism Kit
    WotR
    Item B
    Traits:
    Tool
    Veteran
    To Acquire:
    Wisdom
    Divine 8
    Recharge this card to add the Magic trait to any check by a character at your location.
    Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.
    Sacristy Card 4:
    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.
    Sacristy Card 5:
    Nectar of the Gods
    WotR
    Item B
    Traits:
    Liquid
    Mythic
    To Acquire:
    Wisdom
    Divine 9
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.
    Sacristy Card 6:
    Tome of Mental Prowess
    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.
    Sacristy Card 7:
    Mirror Image
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 6
    Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.
    Sacristy Card 8:
    Corrosive Dagger +1
    WotR
    Weapon B
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
    Sacristy Card 9:
    Consecrate
    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.
    Sacristy Card 10:
    Belseferek
    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
    Shrine to Baphomet Card 1:
    Elemental Bombardment
    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.
    Shrine to Baphomet Card 2:
    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.
    Shrine to Baphomet Card 3:
    Giant Amoeba
    WotR
    Monster B
    Traits:
    Ooze
    Aquatic
    Elite
    To Defeat:
    Combat 10
    OR Dexterity 7
    The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
    The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
    Shrine to Baphomet Card 4:
    Dismissal
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 8
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.
    Shrine to Baphomet Card 5:
    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.
    Shrine to Baphomet Card 6:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shrine to Baphomet Card 7:
    Gargoyle
    WotR
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    This sinister crouching humanoid resembles a horned, winged demon statue_
    Shrine to Baphomet Card 8:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Shrine to Baphomet Card 9:
    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.
    Shrine to Baphomet Card 10:
    Mandragora
    WotR
    Monster 1
    Traits:
    Plant
    To Defeat:
    Combat 11
    The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
    If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
    Mandragoras are mandrake roots that fed on corpses_

    Location #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
    Celestial Beacon Card 1:
    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.
    Celestial Beacon Card 2:
    Unfettered Imp
    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.
    Celestial Beacon Card 3:
    Lost Soul
    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_
    Celestial Beacon Card 4:
    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.
    Celestial Beacon Card 5:
    Dawnflower's Light
    WotR
    Item 2
    Traits:
    Object
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 9
    Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.
    Celestial Beacon Card 6:
    Ylleshka
    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.
    Celestial Beacon Card 7:
    Life Drain
    WotR
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Healing
    Elite
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 9
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.
    Celestial Beacon Card 8:
    Deacon of Death
    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_
    Celestial Beacon Card 9:
    Alderpash's Ghoul
    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.
    Celestial Beacon Card 10:
    Protect
    WotR
    Spell 1
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    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
    Paradise Hill Card 1:
    Blasphemous Priest
    WotR
    Monster B
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
    Paradise Hill Card 2:
    Mongrel Wizard
    WotR
    Monster B
    Traits:
    Mongrel
    Wizard
    Elite
    To Defeat:
    Combat 0
    The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
    Before you act, the Mongrel Wizard deals 1 Acid damage to you.
    After you act, the Mongrel Wizard deals 1 Poison damage to you.
    Paradise Hill Card 3:
    Manual of War
    WotR
    Item 1
    Traits:
    Book
    To Acquire:
    Melee
    Ranged 8
    Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.
    Paradise Hill Card 4:
    Redeemer Blacksmith
    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.
    Paradise Hill Card 5:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Paradise Hill Card 6:
    Lymirin Discourses
    WotR
    Item 2
    Traits:
    Book
    Iomedae
    To Acquire:
    Wisdom
    Divine 9
    Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.
    Paradise Hill Card 7:
    Pillar of Life
    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.
    Paradise Hill Card 8:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Paradise Hill Card 9:
    Belt of Charging
    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.
    Paradise Hill Card 10:
    Upasunda
    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
    Cathedral of Chaos Card 1:
    Groaning Gate
    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.
    Cathedral of Chaos Card 2:
    Bilious Bottle
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Elite
    To Defeat:
    None 0
    Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
    1. You are dealt 1d4+1 Poison damage.
    2. You are dealt 1d4+1 Fire damage.
    3. Bury the top card of your deck.
    4. Discard a card and banish this barrier.
    Cathedral of Chaos Card 3:
    Demon Hunter
    WotR
    Ally B
    Traits:
    Human
    Ranger
    To Acquire:
    Melee
    Ranged 7
    OR Charisma
    Diplomacy 6
    Discard this card to add 1d6 to your check against a bane that has the Demon trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
    Cathedral of Chaos Card 4:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Cathedral of Chaos Card 5:
    Fiery Glare
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
    Cathedral of Chaos Card 6:
    Helm of the Serpent King
    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.
    Cathedral of Chaos Card 7:
    Salamander
    WotR
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales_
    Cathedral of Chaos Card 8:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Cathedral of Chaos Card 9:
    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.
    Cathedral of Chaos Card 10:
    Wrecker Demon
    WotR
    Monster 1
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 14
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.
    These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_


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

    ========================
    Seoni starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: 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 of Ascension:
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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

    Ghoul:
    WotR
    Monster B
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Combat 11: 1d12 + 4 + 2 + 5 + 1d6 + 4 + 3d6 + 3 ⇒ (7) + 4 + 2 + 5 + (2) + 4 + (3, 1, 3) + 3 = 34

    Roll Details:

    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

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

    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

    Roll Details:

    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

    Roll Details:

    Fireball Beads: 3d6+12
    Adding/Existing Elemental Mastery Trait: 4
    Miscellaneous: Succeeded at BYA: 5

    Seoni wrote:

    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!

    Deck, Discard, Buried:

    Reloaded:
    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: Acadamae Student (Peri), Blessing of Ascension, Death's Touch (Core),
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    - 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


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

    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

    "

    Cogsnap wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Blessing of Nethys (Core), Demon Hunter, Blessing of Ascension,
    Buried Pile:

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

    "


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

    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:

    High Priestess Eliandra:

    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.

    Labyrinth Minotaur:

    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

    Random Cards:

    Monsters
    Spoiler:
    Bunyip
    WotR
    Monster B
    Traits:
    Bunyip
    Aquatic
    Elite
    To Defeat:
    Combat 9
    Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    Damage dealt by the Bunyip may not be reduced.
    The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

    Spoiler:
    Mist Horror
    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.

    Spoiler:
    Vampire Spawn
    WotR
    Monster B
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 13
    The Vampire Spawn is immune to the Mental and Poison traits.
    If undefeated, bury a random card from your discard pile.
    When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_

    Spoiler:
    Ghoul
    WotR
    Monster B
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Spoiler:
    Xenarth
    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
    Spoiler:
    Greed
    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.

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Ice Strike
    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.

    Spoiler:
    Steal Soul
    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.

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

    Spoiler:
    Bastion of the Inheritor
    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.

    Spoiler:
    Expeditious Chain Mail
    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.

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

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

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

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

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

    Spoiler:
    Fortune's Arrow
    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.

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

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

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

    Spoiler:
    Riftwarden
    WotR
    Ally 1
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Knowledge 7
    OR Diplomacy 10
    Recharge this card to add 1 die to your check to close a location.
    Discard this card to explore your location.

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

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

    Spoiler:
    Blessing of 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.

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

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

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

    Current Hour:

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

    Hours Remaining: 27

    Hourglass

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

    Cemetery Card 1:
    Swarmlord's Jar
    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.
    Cemetery Card 2:
    Spiked Pit Trap
    WotR
    Barrier B
    Traits:
    Trap
    Veteran
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
    Cemetery Card 3:
    Man-Eating Aurochs
    WotR
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
    No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_
    Cemetery Card 4:
    Sword of Subtlety
    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.
    Cemetery Card 5:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Cemetery Card 6:
    Imperial Army Greathelm
    WotR
    Armor 2
    Traits:
    Heavy Armor
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude
    Charisma 8
    Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.
    Cemetery Card 7:
    Rapier of Puncturing
    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
    Sacristy Card 1:
    Bejeweled Helm
    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.
    Sacristy Card 2:
    Wand of Sacred Weapon
    WotR
    Item 2
    Traits:
    Wand
    Attack
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 10
    For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.
    Sacristy Card 3:
    Exorcism Kit
    WotR
    Item B
    Traits:
    Tool
    Veteran
    To Acquire:
    Wisdom
    Divine 8
    Recharge this card to add the Magic trait to any check by a character at your location.
    Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.
    Sacristy Card 4:
    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.
    Sacristy Card 5:
    Nectar of the Gods
    WotR
    Item B
    Traits:
    Liquid
    Mythic
    To Acquire:
    Wisdom
    Divine 9
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.
    Sacristy Card 6:
    Tome of Mental Prowess
    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.
    Sacristy Card 7:
    Mirror Image
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 6
    Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.
    Sacristy Card 8:
    Corrosive Dagger +1
    WotR
    Weapon B
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
    Sacristy Card 9:
    Consecrate
    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.
    Sacristy Card 10:
    Belseferek
    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
    Shrine to Baphomet Card 1:
    Elemental Bombardment
    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.
    Shrine to Baphomet Card 2:
    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.
    Shrine to Baphomet Card 3:
    Giant Amoeba
    WotR
    Monster B
    Traits:
    Ooze
    Aquatic
    Elite
    To Defeat:
    Combat 10
    OR Dexterity 7
    The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
    The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
    Shrine to Baphomet Card 4:
    Dismissal
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 8
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.
    Shrine to Baphomet Card 5:
    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.
    Shrine to Baphomet Card 6:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shrine to Baphomet Card 7:
    Gargoyle
    WotR
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    This sinister crouching humanoid resembles a horned, winged demon statue_
    Shrine to Baphomet Card 8:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Shrine to Baphomet Card 9:
    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.
    Shrine to Baphomet Card 10:
    Mandragora
    WotR
    Monster 1
    Traits:
    Plant
    To Defeat:
    Combat 11
    The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
    If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
    Mandragoras are mandrake roots that fed on corpses_

    Location #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
    Celestial Beacon Card 1:
    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.
    Celestial Beacon Card 2:
    Unfettered Imp
    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.
    Celestial Beacon Card 3:
    Lost Soul
    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_
    Celestial Beacon Card 4:
    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.
    Celestial Beacon Card 5:
    Dawnflower's Light
    WotR
    Item 2
    Traits:
    Object
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 9
    Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.
    Celestial Beacon Card 6:
    Ylleshka
    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.
    Celestial Beacon Card 7:
    Life Drain
    WotR
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Healing
    Elite
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 9
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.
    Celestial Beacon Card 8:
    Deacon of Death
    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_
    Celestial Beacon Card 9:
    Alderpash's Ghoul
    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.
    Celestial Beacon Card 10:
    Protect
    WotR
    Spell 1
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    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
    Paradise Hill Card 1:
    Blasphemous Priest
    WotR
    Monster B
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
    Paradise Hill Card 2:
    Mongrel Wizard
    WotR
    Monster B
    Traits:
    Mongrel
    Wizard
    Elite
    To Defeat:
    Combat 0
    The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
    Before you act, the Mongrel Wizard deals 1 Acid damage to you.
    After you act, the Mongrel Wizard deals 1 Poison damage to you.
    Paradise Hill Card 3:
    Manual of War
    WotR
    Item 1
    Traits:
    Book
    To Acquire:
    Melee
    Ranged 8
    Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.
    Paradise Hill Card 4:
    Redeemer Blacksmith
    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.
    Paradise Hill Card 5:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Paradise Hill Card 6:
    Lymirin Discourses
    WotR
    Item 2
    Traits:
    Book
    Iomedae
    To Acquire:
    Wisdom
    Divine 9
    Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.
    Paradise Hill Card 7:
    Pillar of Life
    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.
    Paradise Hill Card 8:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Paradise Hill Card 9:
    Belt of Charging
    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.
    Paradise Hill Card 10:
    Upasunda
    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:
    Bilious Bottle:

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

    Cathedral of Chaos Card 1:
    Helm of the Serpent King
    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.
    Cathedral of Chaos Card 2:
    Salamander
    WotR
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales_
    Cathedral of Chaos Card 3:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Cathedral of Chaos Card 4:
    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.
    Cathedral of Chaos Card 5:
    Wrecker Demon
    WotR
    Monster 1
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 14
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.
    These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_


    OFF-TURN ACTIONS:

    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.

    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

    Roll Details:

    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:

  • The servitor demon is the henchman Treachery Demon.
    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.

    Swarmlord's Jar:

    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

    Spiked Pit Trap:

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

    Acrobatics 13(8+5): 1d6 + 1 + 1d6 + 1d6 ⇒ (5) + 1 + (3) + (3) = 12

    Roll Details:

    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

    Man-Eating Aurochs:

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

    Combat 11: 1d10 + 7 + 1d12 ⇒ (4) + 7 + (7) = 18

    Roll Details:

    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.

    "

    Kess wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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:

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

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

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ 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"


  • Deck Handler

    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

    Paradise Hill Card 1 is Blasphemous Priest:

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

    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

    Random Monster 2 is Mist Horror:

    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."

    "

    Shardra wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Blessing of Abadar,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☑ 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

    "


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

    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:

    High Priestess Eliandra:

    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.

    Labyrinth Minotaur:

    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

    Random Cards:

    Monsters
    Spoiler:
    Demonic Cyclops
    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_

    Spoiler:
    Locust Demon
    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.

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

    Spoiler:
    Toad Demon
    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.

    Spoiler:
    Greater Shadow
    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
    Spoiler:
    Telekinesis Trap
    WotR
    Barrier 2
    Traits:
    Trap
    Arcane
    Magic
    To Defeat:
    ArcaneDivine 14
    OR Disable 11
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
    While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

    Spoiler:
    Telekinesis Trap
    WotR
    Barrier 2
    Traits:
    Trap
    Arcane
    Magic
    To Defeat:
    ArcaneDivine 14
    OR Disable 11
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
    While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

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

    Spoiler:
    Compelling Offer
    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.

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

    Weapons
    Spoiler:
    Disrupting Warhammer
    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.

    Spoiler:
    Stalker's Crossbow
    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.

    Spoiler:
    Keen Scythe +2
    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.

    Spoiler:
    Scizore +3
    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.

    Spoiler:
    Skirmishing Spear
    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
    Spoiler:
    Dragon's Breath
    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.

    Spoiler:
    Charm Monster
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
    If you do not have the Arcane or Divine skill, banish this card after playing it.

    Spoiler:
    Elemental Bombardment
    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.

    Spoiler:
    Icy Prison
    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.

    Spoiler:
    Charm Monster
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
    If you do not have the Arcane or Divine skill, banish this card after playing it.

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

    Spoiler:
    Decemvirate Helm
    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.

    Spoiler:
    Spiritwalk Armor
    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.

    Spoiler:
    Celestial Armor
    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.

    Spoiler:
    Spiny Shield
    WotR
    Armor 2
    Traits:
    Shield
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Pauper's Thighbone
    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.

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

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

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

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

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

    Spoiler:
    Suurlahetas
    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.

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 25

    Hourglass

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

    Cemetery Card 1:
    Sword of Subtlety
    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.
    Cemetery Card 2:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Cemetery Card 3:
    Imperial Army Greathelm
    WotR
    Armor 2
    Traits:
    Heavy Armor
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude
    Charisma 8
    Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.
    Cemetery Card 4:
    Rapier of Puncturing
    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
    Sacristy Card 1:
    Consecrate
    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.
    Sacristy Card 2:
    Mirror Image
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 6
    Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.
    Sacristy Card 3:
    Wand of Sacred Weapon
    WotR
    Item 2
    Traits:
    Wand
    Attack
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 10
    For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.
    Sacristy Card 4:
    Tome of Mental Prowess
    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.
    Sacristy Card 5:
    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.
    Sacristy Card 6:
    Bejeweled Helm
    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.
    Sacristy Card 7:
    Exorcism Kit
    WotR
    Item B
    Traits:
    Tool
    Veteran
    To Acquire:
    Wisdom
    Divine 8
    Recharge this card to add the Magic trait to any check by a character at your location.
    Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.
    Sacristy Card 8:
    Shocking Lance +1
    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.
    Sacristy Card 9:
    Nectar of the Gods
    WotR
    Item B
    Traits:
    Liquid
    Mythic
    To Acquire:
    Wisdom
    Divine 9
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.
    Sacristy Card 10:
    Belseferek
    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
    Shrine to Baphomet Card 1:
    Peryton
    WotR
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 14
    If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
    If unefeated, the damage dealth by the Peryton is increased by 3.
    Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
    Shrine to Baphomet Card 2:
    Elemental Bombardment
    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.
    Shrine to Baphomet Card 3:
    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.
    Shrine to Baphomet Card 5:
    Dismissal
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 8
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.
    Shrine to Baphomet Card 6:
    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.
    Shrine to Baphomet Card 7:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shrine to Baphomet Card 8:
    Gargoyle
    WotR
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    This sinister crouching humanoid resembles a horned, winged demon statue_
    Shrine to Baphomet Card 9:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Shrine to Baphomet Card 10:
    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.
    Shrine to Baphomet Card 11:
    Mandragora
    WotR
    Monster 1
    Traits:
    Plant
    To Defeat:
    Combat 11
    The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
    If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
    Mandragoras are mandrake roots that fed on corpses_

    Location #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
    Celestial Beacon Card 1:
    Terraform
    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.
    Celestial Beacon Card 2:
    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.
    Celestial Beacon Card 3:
    Unfettered Imp
    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.
    Celestial Beacon Card 4:
    Lost Soul
    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_
    Celestial Beacon Card 5:
    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.
    Celestial Beacon Card 6:
    Dawnflower's Light
    WotR
    Item 2
    Traits:
    Object
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 9
    Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.
    Celestial Beacon Card 7:
    Ylleshka
    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.
    Celestial Beacon Card 9:
    Deacon of Death
    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_
    Celestial Beacon Card 10:
    Alderpash's Ghoul
    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.
    Celestial Beacon Card 11:
    Protect
    WotR
    Spell 1
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    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
    Paradise Hill Card 1:
    Incubus
    WotR
    Monster 2
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 15
    The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
    Before you act, another character at your location summons and encounters this adventure's servitor demon.
    If undefeated, banish an ally that does not have the Animal trait.
    Paradise Hill Card 4:
    Manual of War
    WotR
    Item 1
    Traits:
    Book
    To Acquire:
    Melee
    Ranged 8
    Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.
    Paradise Hill Card 5:
    Redeemer Blacksmith
    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.
    Paradise Hill Card 6:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Paradise Hill Card 7:
    Lymirin Discourses
    WotR
    Item 2
    Traits:
    Book
    Iomedae
    To Acquire:
    Wisdom
    Divine 9
    Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.
    Paradise Hill Card 8:
    Pillar of Life
    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.
    Paradise Hill Card 9:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Paradise Hill Card 10:
    Belt of Charging
    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.
    Paradise Hill Card 11:
    Upasunda
    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:
    Bilious Bottle:

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

    Cathedral of Chaos Card 1:
    Helm of the Serpent King
    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.
    Cathedral of Chaos Card 2:
    Salamander
    WotR
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales_
    Cathedral of Chaos Card 3:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Cathedral of Chaos Card 4:
    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.
    Cathedral of Chaos Card 5:
    Wrecker Demon
    WotR
    Monster 1
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 14
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.
    These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_


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

    ========================
    Seoni starts her turn.
    Hour: Blessing of Baphomet
    Hour Power:No effect.
    Location: 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

    Sword of Subtlety:
    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.

    Strength 12: 1d12 + 4 - 4 + 4 + 1d12 + 1d8 ⇒ (10) + 4 - 4 + 4 + (4) + (5) = 23

    Roll Details:

    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

    Brimorak:
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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

    Roll Details:

    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

    Labyrinth Minotaur:
    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.

    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

    Roll Details:

    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

    Seoni wrote:

    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!

    Deck, Discard, Buried:

    Reloaded:
    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: Blessing of Ascension, The Foreign Trader, Sword of Subtlety, Blessing of Sivanah, Count Jeggare,
    Buried Pile: Frost Ray,

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    - 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.


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

    Out of Turn Updates: None

    Turn - Hour:Blessing of Ascension
    Hour Rules: None
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: 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

    "

    Cogsnap wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Blessing of Nethys (Core), Demon Hunter, Blessing of Ascension, Talisman of True Faith, Redeemer Blacksmith, Blessing of Ascension 2,
    Buried Pile:

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

    "


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

    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:

    High Priestess Eliandra:

    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.

    Labyrinth Minotaur:

    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

    Random Cards:

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

    Spoiler:
    Mercenary
    WotR
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 10
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.
    Armed to the teeth, a mercenary has survived both wars and reckless adventurers_

    Spoiler:
    Locust Demon
    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.

    Spoiler:
    Blasphemy Demon
    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.

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

    Barriers
    Spoiler:
    Symbol of Insanity
    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.

    Spoiler:
    Magic Ray Fusillade
    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.

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

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

    Spoiler:
    Maze Tapestry
    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
    Spoiler:
    Spirit Blade
    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.

    Spoiler:
    Disrupting Warhammer
    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.

    Spoiler:
    Anarchy Hammer
    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.

    Spoiler:
    Blackaxe
    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.

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

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

    Spoiler:
    Ice Strike
    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.

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

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

    Spoiler:
    Fire Shield
    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
    Spoiler:
    Demon Armor
    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.

    Spoiler:
    Ebon Thorn
    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.

    Spoiler:
    Expeditious Chain Mail
    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.

    Spoiler:
    Imperial Army Greathelm
    WotR
    Armor 2
    Traits:
    Heavy Armor
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude
    Charisma 8
    Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Spiny Shield
    WotR
    Armor 2
    Traits:
    Shield
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Pure Holy Water
    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.

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

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

    Spoiler:
    Iron Shackles
    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.

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

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

    Spoiler:
    Pit Gladiator
    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.

    Spoiler:
    Orengofta
    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.

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

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

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

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

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

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

    Spoiler:
    Blessing of 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.

    Current Hour:

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

    Hours Remaining: 23

    Hourglass

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

    Sacristy Card 1:
    Consecrate
    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.
    Sacristy Card 2:
    Mirror Image
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 6
    Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.
    Sacristy Card 3:
    Wand of Sacred Weapon
    WotR
    Item 2
    Traits:
    Wand
    Attack
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 10
    For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.
    Sacristy Card 4:
    Tome of Mental Prowess
    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.
    Sacristy Card 5:
    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.
    Sacristy Card 6:
    Bejeweled Helm
    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.
    Sacristy Card 7:
    Exorcism Kit
    WotR
    Item B
    Traits:
    Tool
    Veteran
    To Acquire:
    Wisdom
    Divine 8
    Recharge this card to add the Magic trait to any check by a character at your location.
    Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.
    Sacristy Card 8:
    Shocking Lance +1
    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.
    Sacristy Card 9:
    Nectar of the Gods
    WotR
    Item B
    Traits:
    Liquid
    Mythic
    To Acquire:
    Wisdom
    Divine 9
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.
    Sacristy Card 10:
    Belseferek
    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
    Shrine to Baphomet Card 1:
    Peryton
    WotR
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 14
    If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
    If unefeated, the damage dealth by the Peryton is increased by 3.
    Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
    Shrine to Baphomet Card 2:
    Elemental Bombardment
    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.
    Shrine to Baphomet Card 3:
    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.
    Shrine to Baphomet Card 5:
    Dismissal
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 8
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.
    Shrine to Baphomet Card 6:
    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.
    Shrine to Baphomet Card 7:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shrine to Baphomet Card 8:
    Gargoyle
    WotR
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    This sinister crouching humanoid resembles a horned, winged demon statue_
    Shrine to Baphomet Card 9:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Shrine to Baphomet Card 10:
    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.
    Shrine to Baphomet Card 11:
    Mandragora
    WotR
    Monster 1
    Traits:
    Plant
    To Defeat:
    Combat 11
    The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
    If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
    Mandragoras are mandrake roots that fed on corpses_

    Location #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
    Celestial Beacon Card 1:
    Terraform
    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.
    Celestial Beacon Card 2:
    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.
    Celestial Beacon Card 3:
    Unfettered Imp
    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.
    Celestial Beacon Card 4:
    Lost Soul
    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_
    Celestial Beacon Card 5:
    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.
    Celestial Beacon Card 6:
    Dawnflower's Light
    WotR
    Item 2
    Traits:
    Object
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 9
    Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.
    Celestial Beacon Card 7:
    Ylleshka
    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.
    Celestial Beacon Card 9:
    Deacon of Death
    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_
    Celestial Beacon Card 10:
    Alderpash's Ghoul
    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.
    Celestial Beacon Card 11:
    Protect
    WotR
    Spell 1
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    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
    Paradise Hill Card 1:
    Pillar of Life
    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.
    Paradise Hill Card 2:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Paradise Hill Card 3:
    Belt of Charging
    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.
    Paradise Hill Card 4:
    Upasunda
    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:
    Bilious Bottle:

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

    Cathedral of Chaos Card 1:
    Helm of the Serpent King
    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.
    Cathedral of Chaos Card 2:
    Salamander
    WotR
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales_
    Cathedral of Chaos Card 3:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Cathedral of Chaos Card 4:
    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.
    Cathedral of Chaos Card 5:
    Wrecker Demon
    WotR
    Monster 1
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 14
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.
    These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_


    ========================
    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:

  • The servitor demon is the henchman Treachery Demon.
    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.

    Start of turn move to Celestial Beacon

    Terraform:

    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

    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.

    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

    Unfettered Imp:

    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

    Roll Details:

    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

    Lost Soul:

    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

    Roll Details:

    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

    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.

    Survival 7: 1d4 + 1d6 ⇒ (4) + (1) = 5

    Roll Details:

    Survival - 1d4
    Verdant Rager - 1d6

    "

    Kess wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Verdant Rager,
    Buried Pile: Blessing of Xoveron,

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

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

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ 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."


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

    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:

    High Priestess Eliandra:

    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.

    Labyrinth Minotaur:

    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.

    Random Cards:

    Monsters
    Spoiler:
    Toad Demon
    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.

    Spoiler:
    Spite Demon
    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_

    Spoiler:
    Tarry Fiend
    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_

    Spoiler:
    Corruption Demon
    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.

    Spoiler:
    Blasphemy Demon
    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
    Spoiler:
    Gift of Nocticula
    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.

    Spoiler:
    Groaning Gate
    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.

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

    Spoiler:
    Telekinesis Trap
    WotR
    Barrier 2
    Traits:
    Trap
    Arcane
    Magic
    To Defeat:
    ArcaneDivine 14
    OR Disable 11
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
    While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

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

    Weapons
    Spoiler:
    Scizore +3
    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.

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

    Spoiler:
    Stalker's Crossbow
    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.

    Spoiler:
    Anarchy Hammer
    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.

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

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

    Spoiler:
    Cape of Wasps
    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.

    Spoiler:
    Divine Blaze
    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.

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

    Armors
    Spoiler:
    Ebon Thorn
    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.

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

    Spoiler:
    Demon Armor
    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.

    Spoiler:
    Imperial Army Greathelm
    WotR
    Armor 2
    Traits:
    Heavy Armor
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude
    Charisma 8
    Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

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

    Items
    Spoiler:
    Iron Shackles
    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.

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

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

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

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

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

    Spoiler:
    Unfettered Imp
    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.

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 22

    Hourglass

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

    Sacristy Card 1:
    Consecrate
    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.
    Sacristy Card 2:
    Mirror Image
    WotR
    Spell B
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 6
    Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.
    Sacristy Card 3:
    Wand of Sacred Weapon
    WotR
    Item 2
    Traits:
    Wand
    Attack
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 10
    For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.
    Sacristy Card 4:
    Tome of Mental Prowess
    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.
    Sacristy Card 5:
    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.
    Sacristy Card 6:
    Bejeweled Helm
    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.
    Sacristy Card 7:
    Exorcism Kit
    WotR
    Item B
    Traits:
    Tool
    Veteran
    To Acquire:
    Wisdom
    Divine 8
    Recharge this card to add the Magic trait to any check by a character at your location.
    Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.
    Sacristy Card 8:
    Shocking Lance +1
    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.
    Sacristy Card 9:
    Nectar of the Gods
    WotR
    Item B
    Traits:
    Liquid
    Mythic
    To Acquire:
    Wisdom
    Divine 9
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.
    Sacristy Card 10:
    Belseferek
    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
    Shrine to Baphomet Card 1:
    Peryton
    WotR
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 14
    If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
    If unefeated, the damage dealth by the Peryton is increased by 3.
    Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
    Shrine to Baphomet Card 2:
    Elemental Bombardment
    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.
    Shrine to Baphomet Card 3:
    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.
    Shrine to Baphomet Card 5:
    Dismissal
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 8
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.
    Shrine to Baphomet Card 6:
    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.
    Shrine to Baphomet Card 7:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shrine to Baphomet Card 8:
    Gargoyle
    WotR
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    This sinister crouching humanoid resembles a horned, winged demon statue_
    Shrine to Baphomet Card 9:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Shrine to Baphomet Card 10:
    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.
    Shrine to Baphomet Card 11:
    Mandragora
    WotR
    Monster 1
    Traits:
    Plant
    To Defeat:
    Combat 11
    The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
    If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
    Mandragoras are mandrake roots that fed on corpses_

    Location #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
    Celestial Beacon Card 1:
    Dawnflower's Light
    WotR
    Item 2
    Traits:
    Object
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 9
    Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.
    Celestial Beacon Card 2:
    Ylleshka
    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.
    Celestial Beacon Card 3:
    Deacon of Death
    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_
    Celestial Beacon Card 4:
    Alderpash's Ghoul
    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.
    Celestial Beacon Card 5:
    Protect
    WotR
    Spell 1
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    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
    Paradise Hill Card 1:
    Pillar of Life
    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.
    Paradise Hill Card 2:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Paradise Hill Card 3:
    Belt of Charging
    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.
    Paradise Hill Card 4:
    Upasunda
    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:
    Bilious Bottle:

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

    Cathedral of Chaos Card 1:
    Helm of the Serpent King
    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.
    Cathedral of Chaos Card 2:
    Salamander
    WotR
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales_
    Cathedral of Chaos Card 3:
    Brimorak
    WotR
    Henchman B
    Type: Monster
    Traits:
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Cathedral of Chaos Card 4:
    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.
    Cathedral of Chaos Card 5:
    Wrecker Demon
    WotR
    Monster 1
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 14
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.
    These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_

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