[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.)


2,101 to 2,150 of 3,279 << first < prev | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | next > last >>

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

Vescavor Swarm:
WOTR
Henchman (Monster)
Outsider
Vermin
Swarm
Veteran
Check to defeat:
Combat 11
Powers
The Vescavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at least 4 plus the scenario's adventure deck number, you may immediately attempt to close the location this henchman came from.

Combat 11: 1d12 + 4 + 2 + 5 + 4 + 1d6 + 3d6 + 1d8 ⇒ (4) + 4 + 2 + 5 + 4 + (4) + (6, 2, 2) + (5) = 38

Roll Details:

Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 5
Adding/Existing Elemental Mastery Trait: 4
Miscellaneous: Count Jeggare: 1d6
Miscellaneous: Cloudburst: 3d6
Miscellaneous: Monster Power: 1d8

Elect not to move from Cloudburst

========================
Seoni starts her turn.
Hour: Blessing of Ascension
Hour Power:No effect.
Location: Collapsing Bridge
Location Power: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, banish all boons in this deck.
Scenario Powers: When the Blackfire Adept is defeated, shuffle it into a random other open location.
When all locations are permanently closed, open the Molten Pool and add Khorramzadeh to the top of its location deck.
To win the scenario, defeat Khorramzadeh.

Seoni explores the Collapsing Bridge.

Poison Spiked 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.

Perception 13 (8+5): 1d6 + 2 + 4 + 1d6 ⇒ (4) + 2 + 4 + (4) = 14

Roll Details:

Perception: 1d6+2
Adding/Existing Elemental Mastery Trait: 4
Miscellaneous: Count Jeggare: 1d6

Exploring again from defeating the Poison Spiked Trap

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.

Combat 21: 1d12 + 4 + 2 + 5 + 4 + 1d6 + 4d6 ⇒ (2) + 4 + 2 + 5 + 4 + (4) + (6, 6, 1, 3) = 37

Roll Details:

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

Taking 4 Combat damage to close the location
Recharging Magic Leather Armor for 2, discarding Poison Blast and Good Omen for remaining 2

Seoni wrote:

Hand: Chalice of Ozem, Fortune-teller (Janni), Mendevian Crusader, Blessing of Sivanah, The Foreign Trader, Count Jeggare,

Displayed:
Deck: 11 Discard: 8 Buried: 0
Current Location: Collapsing Bridge
Hero Points: 3
Mythic Charges: 5
NOTES:
Available Support: Saving for myself - None
* Chalice of Ozem - Display next to local character to give that character 1d6 to all checks, recharged at EoT
* 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 Collapsing Bridge if necessary.
Other: I am Seoni. The elements call me to cleanse this place!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Acadamae Student (Peri), Wand of Enervation (Core), Vampiric Touch, Lightning Bolt (Core), Korvosan House Drake (Lockheed), Acadamae Scholar (Hanneman)
Recharged: Frost Ray, Gem of Mental Acuity (Core), Cloudburst, Disintegrate (Core), Magic Leather Armor (Core),
Discard Pile: Blessing of Pharasma, Blessing of Abadar, Retainer, Fireball Beads, Death's Touch (Core), Black Dragonhide Breastplate, Poison Blast (Core), Good Omen (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:
- Defeated Cards 1, 2 of Collapsing Bridge (Poison Spiked Trap, Blasphemy Demon)
- Collapsing Bridge is Closed
- Discarded Poison Blast, Disintegrate
- Recharged Cloudburst, Disintegrate, Magic Leather Armor

Board Status
Most Recent BR Refresh
Deal with a Demon: While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.
Abyssal Shortcut (next to Molten Pool): 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.
For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
Cathedral of St. Clydwell CLOSED
Seoni, Shardra - Collapsing Bridge CLOSED
Molten Pool 2-6 remain // 2=Compelling Offer; Abyssal Shortcut displayed here. Blackfire Adept.
Kess - Defender's Heart CLOSED
Watchtower CLOSED
Cogsnap - Manor House CLOSED


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

Out of Turn Updates: None

Turn - Hour: Torag
Hour Rules: None
SOT: None
Give Card: None
Move: Molten Pool
Location Powers: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
Explore: Compelling Offer
--Keep Deal with a Demon, banish Compelling Offer

Cogsnap ends their turn.

Cogsnap attempts to recover all cards in their Recovery pile.

Cogsnap resets their hand.

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

"

Cogsnap wrote:

Hand: Blackfingers, Apprentice, Disrupting Warhammer, Anesthetizing SLime, Blessing of Norgorber, The Carnival, Demon Armor,

Displayed:
Deck: 19 Discard: 0 Buried: 2
Hero Points: 4
Mythic Charges:4

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Clockwork Servant (Core) 2, Slick Leather, Bottled Lightning, Clockwork Servant (Core), Tome of Physical Might, Blessing of Nethys (Core), Raconteur, Acidic Bolas, Pit Gladiator, Dragon's Breath (Core), Bottled Lightning, Blast Stone, Acid Flask (Core), Elixir of Focus, Potion of Healing, Talisman of True Faith
Recharged: Elixir of Healing, Potion of Focus,
Discard Pile:
Buried Pile: Nectar of the Gods, Venomous Hand Crossbow,

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: When the Blackfire Adept is defeated, shuffle it into a random other open location.

When all locations are permanently closed, open the Molten Pool and add Khorramzadeh to the top of its location deck.

To win the scenario, defeat Khorramzadeh.

Deal with a Demon:

WotR Barrier 5
Traits: Temptation Demon
To Defeat: None 0
Display this barrier next to the scenario; it is defeated. If another barrier is next to the scenario, banish 1 of them. While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.

Scenario Level (#): 5

Turn: 19, 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:
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:
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:
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_

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

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

Spoiler:
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.

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

Weapons
Spoiler:
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:
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:
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.

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.

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:
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:
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:
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:
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:
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.

Armors
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:
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:
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.

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.

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:
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:
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:
Spellbottle
WotR
Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

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.

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.

Allies
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:
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:
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.

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

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

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

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

Current Hour:

Blessing of Abadar:
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.

Hours Remaining: 11

Hourglass

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

Location #1: Cathedral of St. Clydwell
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Collapsing Bridge
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Shardra/AbrahamZ., Seoni/TheChu, None

Location #3: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Cogsnap/tcolmaster01,
Blackfire Adept

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.

Molten Pool Card 1:
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.
Molten Pool Card 2:
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_
Molten Pool Card 3:
Vulture Demon
None
Henchman 5
Type: Monster
Traits:
Outsider
Demon
Servitor
To Defeat:
Combat 19
The Vulture Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter.
If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
Molten Pool Card 4:
Blackfire Adept
WotR
Henchman B
Type: Monster
Traits:
Human
Conjurer
Cultist
To Defeat:
Combat 11
OR Arcane 8
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, the Blackfire Adept is undefeated.
If undefeated, discard the top card of the blessings deck; if that card has the Corrpted trait, discard an addition card.
If defated, you may immediately attempt to close the location this henchman came from.

Location #4: Defender's Heart
Closed
At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kess/Gimry, None

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

Location #6: Manor House
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:


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

  • The servitor demon is the henchman Treachery Demon.
    Scenario Powers:
  • When the Blackfire Adept is defeated, shuffle it into a random other open location.
  • When all locations are permanently closed, open the Molten Pool and add Khorramzadeh to the top of its location deck.
  • To win the scenario, defeat Khorramzadeh.

    Move to Molton Pool

    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.

    Going to Banish this and not take an armor

    Discard Riftwarden to explore again

    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_

    Bury Bearskin Armor for BYA
    Cogsnap take 2 Acid Damage

    Combat 24: 1d10 + 7 + 1d12 + 1d10 + 1d4 + 5 ⇒ (6) + 7 + (5) + (10) + (3) + 5 = 36

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Blessed - 1d10
    Iron Knuckles - 1d4
    Mythic Marshall (Str) - 5

    Use Green Faith to bless
    Defeating a monster lets me heal a card
    Kess is healed for 1: (Blessing of Gozreh). Deck shuffled.

    Discard Unicorn to explore again

    Vulture Demon:

    None
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    Demon
    Servitor
    To Defeat:
    Combat 19
    The Vulture Demon is immune to the Electricity and Poison traits.
    Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter.
    If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
    If you still have entrails, it'll take care of that for you_

    Ignore BYA

    Combat 19: 1d10 + 7 + 1d12 + 1d4 + 5 ⇒ (5) + 7 + (8) + (3) + 5 = 28

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Iron Knuckles - 1d4
    Mythic Marshall (Str) - 5

    Defeating a monster lets me heal a card
    Kess is healed for 1: (Blessing of the Green Faith). Deck shuffled.

    "Board Status
    Most Recent BR Refresh
    Deal with a Demon: While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.
    Abyssal Shortcut (next to Molten Pool): 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.
    For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.

    Notes for Cogsnap: Takes 2 Acid Damage

    Cathedral of St. Clydwell CLOSED
    Seoni, Shardra - Collapsing Bridge CLOSED
    Molten Pool 4 remain // Abyssal Shortcut displayed here. Blackfire Adept.
    Kess - Defender's Heart CLOSED
    Watchtower CLOSED
    Cogsnap - Manor House CLOSED"


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

    2 Damage - Demon Armor, Apprentice

    "

    Cogsnap wrote:

    Hand: Blackfingers, Disrupting Warhammer, Anesthetizing SLime, Blessing of Norgorber, The Carnival,

    Displayed:
    Deck: 19 Discard: 2 Buried: 2
    Hero Points: 4
    Mythic Charges:4

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Potion of Healing, Dragon's Breath (Core), Blast Stone, Blessing of Nethys (Core), Slick Leather, Bottled Lightning, Raconteur, Tome of Physical Might, Acidic Bolas, Talisman of True Faith, Acid Flask (Core), Clockwork Servant (Core) 2, Pit Gladiator, Clockwork Servant (Core), Bottled Lightning, Elixir of Focus
    Recharged: Elixir of Healing, Potion of Focus,
    Discard Pile: Demon Armor, Apprentice,
    Buried Pile: Nectar of the Gods, Venomous Hand Crossbow,

    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

    It is the hour of Nethys

    Move to: Molten Pool
    Location Power: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.

    Recharge Vampire Bat to examine the top card of the location - it's a monster, so heal 1 random card from discards (Blessing of Nethys 1).

    Free exploration

    Molten Pool Card 4 is Blackfire Adept:

    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Conjurer
    Cultist
    To Defeat:
    Combat 11
    OR Arcane 8
    Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, the Blackfire Adept is undefeated.
    If undefeated, discard the top card of the blessings deck; if that card has the Corrpted trait, discard an addition card.
    If defated, you may immediately attempt to close the location this henchman came from.

    BYA: Shardra summons and encounters 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.

    BYA Wis 12, mythic: 1d10 + 4 + 5 ⇒ (9) + 4 + 5 = 18

    Reveal Flame Staff
    Discard Pulura 2 to bless
    Spend 3 mythic charges (2 remain)
    Combat 24, mythic: 2d20 + 7 + 5 + 1d20 ⇒ (9, 1) + 7 + 5 + (10) = 32
    Defeated Treachery Demon, so draw 2 cards: Sirocco and Blessing of Nethys 1

    Discard Blessing of Ascension to gain a mythic charge (now have 3)

    Reveal Flame Staff (and discard Sirocco to add another 1d8)
    Recharge (because the hour) Nethys 1 to bless
    Combat 11, mythic: 2d10 + 7 + 3 + 1d4 + 1d8 ⇒ (5, 1) + 7 + 3 + (4) + (8) = 28
    Recharge Cleric of Nethys to add 2

    Blackfire Adept is defeated and there are no other open locations so scenario rule doesn't apply

    When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
    Reveal Reflecting Shield to reduce 6 Fire dmg to 4. Discard Reflecting Shield, Flame Staff, and Kolo. No other cards in hand.

    Molten Pool is closed

    When Permanently Closed: No effect.

    When all locations are permanently closed, open the Molten Pool and add Khorramzadeh to the top of its location deck.

    Recovery Phase:

    Reset Hand

    "Board Status
    Most Recent BR Refresh
    Deal with a Demon: While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.
    Abyssal Shortcut (next to Molten Pool): 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.
    For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
    Cathedral of St. Clydwell CLOSED
    Seoni - Collapsing Bridge CLOSED
    Shardra, Kess - Molten Pool Khorramzadeh remain // Abyssal Shortcut displayed here. Khorramzadeh.
    Defender's Heart CLOSED
    Watchtower CLOSED
    Cogsnap - Manor House CLOSED"

    "

    Shardra wrote:

    Hand: Fly, Aqueous Orb, Ice Strike (Core), Wand of Flying, Merchant Lord, Blessing of Nethys 2, Blessing of Ascension 2,

    Displayed:
    Deck: 9 Discard: 13 Buried: 0
    Current Location: Molten Pool
    Hero Points: 7
    Tshirt Reroll: Available
    Mythic Charges: 3
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

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

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

    Fly and Wand of Flying can be used before tackling the villain if needed

    Merchant Lord: give any number of cards to another character

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Major Cure, Blessing of Qi Zhong, Blessing of Xoveron, Divine Blaze, Vampire Bat, Blessing of Pulura, Wayfarer
    Recharged: Blessing of Nethys 1, Cleric of Nethys,
    Discard Pile: Transmogrify, Blessing of Pulura 2, Retainer, Blessing of Abraxas, Crystal Ball, Apprentice, Blessing of the Starsong, Bejeweled Helm, Blessing of Ascension, Sirocco, Reflecting Shield, Flame Staff, Kolo (WoTR),
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☑ 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 the Blackfire Adept is defeated, shuffle it into a random other open location.

    When all locations are permanently closed, open the Molten Pool and add Khorramzadeh to the top of its location deck.

    To win the scenario, defeat Khorramzadeh.

    Deal with a Demon:

    WotR Barrier 5
    Traits: Temptation Demon
    To Defeat: None 0
    Display this barrier next to the scenario; it is defeated. If another barrier is next to the scenario, banish 1 of them. While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.

    Scenario Level (#): 5

    Turn: 21, Seoni/TheChu

    Random Cards:

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

    Spoiler:
    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:
    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:
    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:
    Horned Demon
    WotR
    Monster 4
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 26
    The Horned Demon is immune to the Electricity and Poison traits.
    Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
    These hulking beasts are often employed as slavers, harem keepers, and mercenaries_

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

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

    Spoiler:
    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.

    Weapons
    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:
    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:
    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.

    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:
    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.

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

    Spoiler:
    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:
    Restore Mythic Power
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.

    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:
    Black Dragonhide Breastplate
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    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:
    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:
    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:
    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.

    Items
    Spoiler:
    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.

    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:
    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:
    Ring of Reflection
    WotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    When a monster deals an amount of damage to you before you act, recharge this card to reduce that damage to 0, and add that amount to your checks against the monster.

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

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

    Spoiler:
    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:
    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.

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

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

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

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

    Hours Remaining: 9

    Hourglass

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

    Location #1: Cathedral of St. Clydwell
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Collapsing Bridge
    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 #3: Molten Pool
    Abyssal
    At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
    When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Kess/Gimry, Shardra/AbrahamZ., Cogsnap/tcolmaster01,
    Blackfire Adept

    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.

    Molten Pool Card 1:
    Khorramzadeh
    WotR
    Villain B
    Type: Monster
    Traits:
    Outsider
    Demon
    Mythic
    To Defeat:
    Combat 50
    THEN Combat 50
    Khorramzadeh may not be evaded and is immune to the Electricity, Fire, and Poison traits.
    Before you act, each character at your location attempts a Constitution or Fortitude 12 check. Each character that fails is dealt 2d4 Fire damage and moves to a random location.
    If you fail a check to defeat Khorramzadeh, you die.
    If defeated, Khorramzadeh deals 2d4 Fire damage to each character at your location.

    Location #4: Defender's Heart
    Closed
    At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

    Location #6: Manor House
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


    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 Sifkesh
    Hour Power:No effect.
    Location: Collapsing Bridge
    Location Power: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, banish all boons in this deck.
    Scenario Powers: When the Blackfire Adept is defeated, shuffle it into a random other open location.
    When all locations are permanently closed, open the Molten Pool and add Khorramzadeh to the top of its location deck.
    To win the scenario, defeat Khorramzadeh.

    Discarding Fortune-teller, Mendevian Crusader, and Count Jeggare for more support help during hand reset

    Seoni wrote:

    Hand: Lightning Bolt (Core), Chalice of Ozem, Wand of Enervation (Core), Korvosan House Drake (Lockheed), Blessing of Sivanah, The Foreign Trader,

    Displayed:
    Deck: 8 Discard: 11 Buried: 0
    Current Location: Collapsing Bridge
    Hero Points: 3
    Mythic Charges: 5
    NOTES:
    Available Support: Saving for myself - None
    * Chalice of Ozem - Display next to local character to give that character 1d6 to all checks, recharged at EoT
    * Korvosan House Drake - Add 1d6 and the Mental trait to a local combat check
    * 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
    Movement: Move me to the Collapsing Bridge if necessary.
    Other: I am Seoni. The elements call me to cleanse this place!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acadamae Scholar (Hanneman), Vampiric Touch, Acadamae Student (Peri)
    Recharged: Frost Ray, Gem of Mental Acuity (Core), Cloudburst, Disintegrate (Core), Magic Leather Armor (Core),
    Discard Pile: Blessing of Pharasma, Blessing of Abadar, Retainer, Fireball Beads, Death's Touch (Core), Black Dragonhide Breastplate, Poison Blast (Core), Good Omen (Core), Fortune-teller (Janni), Mendevian Crusader, Count Jeggare,
    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:
    - Discarded Fortune-teller, Mendevian Crusader, Count Jeggare

    Board Status
    Most Recent BR Refresh
    Deal with a Demon: While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.
    Abyssal Shortcut (next to Molten Pool): 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.
    For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
    Cathedral of St. Clydwell CLOSED
    Seoni - Collapsing Bridge CLOSED
    Shardra, Kess - Molten Pool Khorramzadeh remain // Abyssal Shortcut displayed here. Khorramzadeh.
    Defender's Heart CLOSED
    Watchtower CLOSED
    Cogsnap - Manor House CLOSED


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

    Out of Turn Updates: None

    Turn - Hour: Blessing of Ascension
    Hour Rules: None
    SOT: 1 fire damage - Anesthetizing Slime
    Give Card: None
    Move: XX -> YY
    Location Powers: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
    Explore: XX
    NO EXPLORE

    Cogsnap ends their turn.

    Cogsnap attempts to recover all cards in their Recovery pile.

    Cogsnap resets their hand.
    --Discard Disrupting Warhammer
    [u]Summary[/u]
    Acquired: None
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None
    "

    Cogsnap wrote:

    Hand: Bottled Lightning, Elixir of Focus, Clockwork Servant (Core), Blessing of Nethys (Core), Blessing of Norgorber, The Carnival, Blackfingers,

    Displayed:
    Deck: 14 Discard: 4 Buried: 2
    Hero Points: 4
    Mythic Charges:4

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Tome of Physical Might, Slick Leather, Clockwork Servant (Core) 2, Acid Flask (Core), Pit Gladiator, Blast Stone, Potion of Healing, Talisman of True Faith, Acidic Bolas, Raconteur, Dragon's Breath (Core)
    Recharged: Elixir of Healing, Potion of Focus,
    Discard Pile: Demon Armor, Apprentice, Anesthetizing SLime, Disrupting Warhammer,
    Buried Pile: Nectar of the Gods, Venomous Hand Crossbow,

    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.

    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: When the Blackfire Adept is defeated, shuffle it into a random other open location.

    When all locations are permanently closed, open the Molten Pool and add Khorramzadeh to the top of its location deck.

    To win the scenario, defeat Khorramzadeh.

    Deal with a Demon:

    WotR Barrier 5
    Traits: Temptation Demon
    To Defeat: None 0
    Display this barrier next to the scenario; it is defeated. If another barrier is next to the scenario, banish 1 of them. While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.

    Scenario Level (#): 5

    Turn: 23, Kess/Gimry

    Random Cards:

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

    Spoiler:
    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:
    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:
    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_

    Barriers
    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:
    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:
    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.

    Spoiler:
    Deal with a Demon
    WotR
    Barrier 5
    Traits:
    Temptation
    Demon
    To Defeat:
    None 0
    Display this barrier next to the scenario; it is defeated. If another barrier is next to the scenario, banish 1 of them.
    While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.

    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.

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

    Spoiler:
    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:
    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:
    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:
    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.

    Spells
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    Black Dragonhide Breastplate
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Black Dragonhide Breastplate
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Items
    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:
    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:
    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.

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

    Allies
    Spoiler:
    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:
    Celestial Unicorn
    WotR
    Ally 4
    Traits:
    Animal
    Mount
    Mythic
    To Acquire:
    Wisdom
    Survival 12
    OR Charisma
    Diplomacy 12
    At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
    Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
    Discard this card to explore your location, or to move to another location and explore it.

    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:
    Verbovezzor
    WotR
    Ally 5
    Traits:
    Vermin
    Swarm
    Mythic
    To Acquire:
    None 0
    To acquire this card, each character summons and encounters the henchman Vescavor Swarm. If all the henchmen are defeated by at least 10, you acquire this card.
    Display this card and take a number of mythic charges equal to your charges from the box and put them on this card. While displayed, each character may expend any number of these charges a if they were her own this turn. At the end of the turn, shuffle this card into a random open location deck.

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

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

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

    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.

    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: 7

    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 Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 4 Kess/Gimry:
    Spoiler:
    Hourglass Card 4 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 5 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Shardra/AbrahamZ.
    Blessing of 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 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 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.

    Location #1: Cathedral of St. Clydwell
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Collapsing Bridge
    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 #3: Molten Pool
    Abyssal
    At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
    When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kess/Gimry, Shardra/AbrahamZ., Cogsnap/tcolmaster01,
    Blackfire Adept

    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.

    Molten Pool Card 1:
    Khorramzadeh
    WotR
    Villain B
    Type: Monster
    Traits:
    Outsider
    Demon
    Mythic
    To Defeat:
    Combat 50
    THEN Combat 50
    Khorramzadeh may not be evaded and is immune to the Electricity, Fire, and Poison traits.
    Before you act, each character at your location attempts a Constitution or Fortitude 12 check. Each character that fails is dealt 2d4 Fire damage and moves to a random location.
    If you fail a check to defeat Khorramzadeh, you die.
    If defeated, Khorramzadeh deals 2d4 Fire damage to each character at your location.

    Location #4: Defender's Heart
    Closed
    At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

    Location #6: Manor House
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


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

  • The servitor demon is the henchman Treachery Demon.
    Scenario Powers:
  • When the Blackfire Adept is defeated, shuffle it into a random other open location.
  • When all locations are permanently closed, open the Molten Pool and add Khorramzadeh to the top of its location deck.
  • To win the scenario, defeat Khorramzadeh."

    Move to watchtower

    "

    Kess wrote:

    Hand: Iron Knuckles, Councilor's Ring, Sedja, Smokey (Bear), Shaman, Blessing of the Green Faith,

    Displayed: Magic Chain Mail,
    Deck: 10 Discard: 4 Buried: 2
    Current Location: Defender's Heart
    Hero Points: 4
    NOTES:
    Available Support:
  • Blessing of the Green Faith - Recharges to Bless
    When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-5D?: Y

  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Thylacine, Gecks (Fire Gecko), Waxberry, Blessing of Gozreh, Topaz of Strength, Crocodile Skin Madu, Big Eyes (Wolf), Blessing of the Green Faith (2), Verdant Rager, Amulet of Furious Fists
    Recharged:
    Discard Pile: Kaa (Reed Moccasin), Blessing of Gorum, Riftwarden, Celestial Unicorn,
    Buried Pile: Cloud Puff, Bearskin Armor,

    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(☑ or an armor or an item) 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

    Per Discord discussion, retcon Cogsnap's turn: they give Elixir of Focus to Shardra, then move away from Molten Pool.

    On Kess' turn (hour is Sarenrae):

    Location Power: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.

    Discard Blessing of Ascension 2 to gain a mythic charge (up to 4)

    On Kess' free exploration

    Molten Pool Card 1 is Khorramzadeh:

    WotR
    Villain B
    Type: Monster
    Traits:
    Outsider
    Demon
    Mythic
    To Defeat:
    Combat 50
    THEN Combat 50
    Khorramzadeh may not be evaded and is immune to the Electricity, Fire, and Poison traits.
    Before you act, each character at your location attempts a Constitution or Fortitude 12 check. Each character that fails is dealt 2d4 Fire damage and moves to a random location.
    If you fail a check to defeat Khorramzadeh, you die.
    If defeated, Khorramzadeh deals 2d4 Fire damage to each character at your location.

    No open locations to be guarded

    Ask Cogsnap for Carnival
    Banish Cogsnap's Elixir of Focus
    BYA=Fort 12: 2d10 + 2 + 1d6 ⇒ (2, 5) + 2 + (5) = 14

    Below assumes that Kess succeeds at the BYA check...
    Let Kess take the first check vs the big bad (I don't think they can use Seoni's Wand of Enervation and their Councilor's Ring together, but if that's incorrect, they should use Seoni's wand). If they fail, recharge Fly to let them reroll. If they succeed, Kess gives one mythic charge (up to 5) to Shardra.

    Ask Seoni for Wand of Enervation (only if Kess didn't already use it)
    Difficulty decrease: 2d4 ⇒ (4, 2) = 6

    Send Ice Strike to Recovery
    Discard Nethys 2 to bless
    Spend 5 mythic charges
    Combat 50 (or 44?): 2d20 + 7 + 5 + 3d20 ⇒ (2, 9) + 7 + 5 + (6, 2, 5) = 36
    Use Shardra power to recharge Fly to reroll (unless Kess already used Fly, in which case either recharge Aqueous Orb - if Kess made their check - or spend a hero point).
    Combat 50 (or 44?): 2d20 + 7 + 5 + 3d20 ⇒ (17, 17) + 7 + 5 + (14, 20, 19) = 99


    Khorramzadeh:

    WotR
    Villain B
    Type: Monster
    Traits:
    Outsider
    Demon
    Mythic
    To Defeat:
    Combat 50
    THEN Combat 50
    Khorramzadeh may not be evaded and is immune to the Electricity, Fire, and Poison traits.
    Before you act, each character at your location attempts a Constitution or Fortitude 12 check. Each character that fails is dealt 2d4 Fire damage and moves to a random location.
    If you fail a check to defeat Khorramzadeh, you die.
    If defeated, Khorramzadeh deals 2d4 Fire damage to each character at your location.

    Fortitude 12: 1d8 + 1 + 1d8 + 1d4 + 5 ⇒ (6) + 1 + (8) + (3) + 5 = 23

    Roll Details:

    Fortitude - 1d8+1
    Blessed - 1d8
    Brawlers Aid - 1d4+5

    Recharge Shaman for Brawlers Aid
    Use Party Blessing (There are plenty)

    Combat 50: 1d10 + 7 + 1d12 + 2d4 + 1d4 + 2 + 1d20 + 1d10 + 4 ⇒ (6) + 7 + (3) + (1, 2) + (2) + 2 + (20) + (7) + 4 = 54

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d20
    Smokey (Bear) - 2d4
    Brawlers Aid - 1d4+2
    Councilor's Ring - 1d20
    Blessed - 1d12
    Mythic Marshall (Str) - 4

    Use my blessing to bless for d12
    Recharge Sedja for Brawlers Aid
    Use a Mythic Charge


    Development:
    You have purged the last demon from Vigil. Khorramzadeh has fled back through the portal to Iz, grievously wounded. He’s unlikely to return to your plane as long as you survive. The Lexicon is secured, and the queen knows the ritual to close the Worldwound. This far from the front, you could not have achieved a greater victory.

    The Crusaders of Lastwall rallied to your side in defense of Vigil. Now, they have vowed to follow you back to Mendev as amighty army of righteousness. Should anything stand in your way, it will know the sting of a thousand bright blades.

    The queen’s ritual has dramatically turned the tide of battle. The Worldwound’s remaining time on this plane can be counted in weeks. If the Abyss has anything left to throw at you, it is most certainly headed your way.

    REWARD
    For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace 1 weapon in her deck with the loot Dawnflower’s Kiss. At the end of each scenario, return the loot to the game box.

    Dawnflower's Kiss:

    Loot
    Type: Weapon
    Traits: Sword Melee Magic Divine Sarenrae
    To Acquire: 0
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+4; you may recharge a blessing to add 1d8 and the Fire trait, or 2d6 and the Fire trait if the blessing has the Sarenrae trait. If not proficient with weapons, the difficulty of this check is increased by 4. You may discard this card and expend a mythic charge to add 1d20 and the Fire trait to a combat check at another location.

    1-5 Reward

    Each character gains a power feat. We are at 6 so this is a HERO POINT

    For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace 1 armor in her deck with the loot Stole of the Inheritor. At the end of each scenario, return the loot to the game box.

    Stole of the Inheritor:

    Loot
    Type: Armor
    Traits: Light Armor Magic Divine Healing Iomedae Clothing
    To Acquire: None 0
    Reveal this card to reduce damage dealt to you by 2, or by 4 if dealt by a bane that has the Demon trait. Reveal this card and bury a blessing that has the Iomedae trait to allow a character at your location to shuffle 1d4+4 random cards from his discard pile into his deck. If proficient with light armors, you may recharge this card when you reset your hand.

    Celestial Unicorn (Ally 4)
    Retainer (Ally B)
    Mendevian Crusader (Ally B)
    Raconteur (Ally B)
    Waxberry (Ally 5)
    Apprentice (Ally B)
    Apprentice (Ally B)
    Retainer (Ally B)
    Pit Gladiator (Ally 4)
    Riftwarden (Ally 1)
    Merchant Lord (Ally 4)
    Commander's Field Plate (Armor 2)
    Demon Armor (Armor 5)
    Bejeweled Helm (Armor 3)
    Blessing of the Starsong (Blessing 3)
    Blessing of Ascension (Blessing B)
    Blessing of Abraxas (Blessing B)
    Blessing of Pulura (Blessing B)
    Blessing of Ascension (Blessing B)
    Potion of Healing (Item B)
    Nectar of the Gods (Item B)
    Tome of Physical Might (Item 4)
    Disrupting Warhammer (Weapon 5)


    THE LAST CRUSADE

    It’s the end of the world as you know it. The Worldwound has been a dominant feature of Golarion’s landscape for decades, but its time on this plane is coming to an end. Either you will close it forever or the demons will pour through it and overrun this entire plane. There is no middle ground in this crusade.

    Queen Galfrey strongly favors the “close it forever” approach. She’s attacking the rift on two fronts: one inside the Abyss and the other at the gaping door to that realm. You’ve already been inside the Abyss, so you will lead the assault on this plane. Your mission is clear: Kill every demon you can find and drive the rest back through the rift.

    You’ve been into the former lands of Sarkoris multiple times now. You’ve disrupted the siege at Fort Clearwater, ended a succubus’s rule over a flaming forest, and banished a pulsating tower in the Yathscar. You’ve been an inspiration to the soldiers risking their lives against legions of demons.

    Your saga has been legendary, but you haven’t always emerged victorious. The Herald of Iomedae was captured at the Battle of Raliscrad. Then he had his heart ripped out at Pulura’s Fall. Now without a Herald for the first time in ages, Queen Galfrey must go it alone.

    Well, not alone, exactly. She has help from you and a mighty army of crusaders from the city of Vigil, which you saved from Khorramzadeh’s treachery. The Storm King attempted to open a portal under Vigil and whisk the Queen through it. He failed due to your efforts. He will undoubtedly redouble his own.

    You know where his efforts will reveal themselves next. You snatched the Lexicon of Paradox in the demon-controlled city of Undarin. Now Khorramzadeh’s witch Areelu Vorlesh is performing a ritual there to expand the Worldwound. You must get back before she does. And while you’re at it, you might as well kill everything in your path.


    1-6A: CHAMPIONS OF THE HORN
    You blast into the Worldwound from the southwest border with Ustalav, an army of Vigil Crusaders at your command. Under the cover of the Shudderwood, you lead your troop through scattered batteries of undead shades and tainted fey. With a force this powerful, very little in this forest can stand in your way.

    But the forest will eventually give way to the Sarkoris Steppes, and there you will find a more dangerous path. Formerly, the steppes were ignored by the demon hordes, since they had little more than sagebrush and cinder. Now with their hold on the Worldwound in danger, the squadrons of Baphomet and Deskari are on the move across these plains. You cannot afford a reduction in force. You will need allies, and fast.

    Gashgelag, Scourge of the Steppe, patrols these lands. One of the most powerful demons remaining in the Worldwound, Gashgelag is a massive dinosaur-like demon who serves no demon lord. He simply destroys whatever he finds in his path among these blasted steppes.

    One force stands between Gashgelag and total destruction: the barbarian tribe known as the Hornbreakers. These barbarians ride mammoths into combat, striking fear into even the most hardened demonic hearts. Their leader is the grizzled tribesman Khraigorr Half-Face. As the Hornbreakers ride north and south along the length of the border, they seek demonic incursions to destroy. Along the way, they help rescue raiding parties that are fleeing overwhelming odds. This tactic not only helps spread the Hornbreakers’ reputation, but also stabilizes the western boundary, even as it slowly inches eastward. Certainly, the sight of the Hornbreakers riding into a camp, their armor and mammoth mounts decorated with horn trophies broken from the skulls and bodies of slaughtered demons, is enough to raise a thunderous roar from any barbarian camp.

    When the Hornbreakers gained the notice of Gashgelag, Khraigorr took him on one-on-one, his grievous wounds suggesting his appellation of “Half-Face.” Both sides are itching for a rematch. Your army might just be the one to give it to them.


    During This Adventure: The servitor demon is the henchman Favored of Deskari.

    Favored of Deskari:

    Henchman
    Type: Monster
    Traits: Outsider Vermin Demon Barbarian Mythic
    To Defeat: Combat 35
    The Favored of Deskari is immune to the Electricity and Poison traits. If your check to defeat has the Attack trait, expend a mythic charge. If you succeed at the check to defeat, reroll the dice; take the new result. If defeated, you may immediately attempt to close the location this henchman came from.

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

    During This Scenario:

    Additional Rules: COHORT: KHRAIGORR HALF-FACE

    Khraigorr Half-Face:

    Cohort
    Traits: Barbarian Human
    Reveal this card to add 1d6 to your combat check or to your check to acquire an ally. When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.

    DISPLAY THE TROOP CHAMPIONS OF MENDEV.

    CHampions of Mendev:

    While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
    Mythic Medal of Valor: Melee: Strength + 5
    Mythic Medal of Agility: Ranged: Dexterity + 5
    Mythic Medal of Vigor: Fortitude: Constitution + 5
    Mythic Medal of Clarity: Knowledge: Intelligence + 5
    Mythic Medal of Spirit: Divine: Wisdom + 5
    Mythic Medal of Command: Arcane: Charisma + 5

    Locations cannot be temporarily closed.

    Scenario Level (#): 6

    Turn: 0, Kess/Gimry

    Random Cards:

    Monsters
    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:
    Drocha Swarm
    WotR
    Monster 3
    Traits:
    Undead
    Swarm
    Incorporeal
    To Defeat:
    Combat 20
    OR Wisdom
    Divine 17
    The Drocha Swarm is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
    If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.
    Lost souls coalesce_ Eyes twitch_ Mouths scream_

    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:
    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:
    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.

    Barriers
    Spoiler:
    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.

    Spoiler:
    Verminous Symbols
    WotR
    Barrier 6
    Traits:
    Trap
    Magic
    Arcane
    To Defeat:
    Constitution
    Fortitude
    Wisdom 17
    OR Disable 15
    If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
    If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.

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

    Spoiler:
    Sunsword
    WotR
    Weapon 6
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4; you may additionally discard this card or a card that has the Divine trait to add another 1d10. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 1d10. 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.

    Spells
    Spoiler:
    Miracle
    WotR
    Spell 6
    Traits:
    Magic
    Divine
    Mythic
    To Acquire:
    Wisdom
    Divine 18
    Bury this card and expend a mythic charge to summon and play a spell from the box.
    After playing this card, if you do not have the Divine skill, banish 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:
    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:
    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:
    Form of the Dragon
    WotR
    Spell 6
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 15
    Display this card and choose Acid, Cold, Electricity, Fire, or Poison. While displayed, reduce damage of the chosen type dealt to you to 0, and for your combat check, you may discard a card and use your Constitution or Charisma skill + 4d6+4 and the chosen trait.
    At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.

    Armors
    Spoiler:
    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.

    Spoiler:
    Immolation Cloak
    WotR
    Armor 6
    Traits:
    Light Armor
    Magic
    Mythic
    To Acquire:
    Intelligence
    Arcane 12
    Reveal this card to reduce Fire damage dealt to you to 0.
    Recharge this card to add 1d8 for each of your mythic charges and the Fire trait to any combat check by a character at your location; you are dealt 1 Fire damage.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    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:
    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.

    Items
    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:
    Bountiful Bottle
    WotR
    Item 6
    Traits:
    Item
    Magic
    Mythic
    To Acquire:
    Intelligence
    Craft 13
    Reveal this card to draw a loot that has an adventure deck number less than the scenario's adventure deck number from the box. You may add the loot to your hand or give it to another character.
    After playing this card, banish it, or expend a mythic charge to bury it instead of banishing 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:
    Amulet of the Planes
    WotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Divine 13
    Discard this card and attempt an Intelligence or Knowledge check with a difficulty of 5 plus twice the scenario's adventure deck number. If you succeed, move each character to any location; if you fail, move each character to a random location.
    After you play this card, if each character is at a closed location, you may recharge this card instead of discarding it.

    Spoiler:
    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.

    Allies
    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:
    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:
    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:
    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:
    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.

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

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

    Spoiler:
    Blessing of 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 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.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Shardra/AbrahamZ.
    Blessing of 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 2 Seoni/TheChu:
    Spoiler:
    Hourglass Card 2 Seoni/TheChu
    Blessing of Sarenrae
    WotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    Blessing of 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 4 Kess/Gimry:
    Spoiler:
    Hourglass Card 4 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 5 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 6 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    Blessing of 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 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of the Inheritor
    WotR
    Blessing 6
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 12
    OR Divine 9
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's 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 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 Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Cogsnap/tcolmaster01
    Blessing of 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 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 Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 14 Seoni/TheChu:
    Spoiler:
    Hourglass Card 14 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 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 16 Kess/Gimry:
    Spoiler:
    Hourglass Card 16 Kess/Gimry
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 17 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 17 Shardra/AbrahamZ.
    Blessing of 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 Seoni/TheChu:
    Spoiler:
    Hourglass Card 18 Seoni/TheChu
    Blessing of the Inheritor
    WotR
    Blessing 6
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 12
    OR Divine 9
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
    Hourglass Card 19 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Cogsnap/tcolmaster01
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 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 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 Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 24 Kess/Gimry:
    Spoiler:
    Hourglass Card 24 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 25 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 25 Shardra/AbrahamZ.
    Blessing of 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 26 Seoni/TheChu:
    Spoiler:
    Hourglass Card 26 Seoni/TheChu
    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 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.
    Hourglass Card 28 Kess/Gimry:
    Spoiler:
    Hourglass Card 28 Kess/Gimry
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 29 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 29 Shardra/AbrahamZ.
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 30 Seoni/TheChu:
    Spoiler:
    Hourglass Card 30 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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: Great Hall
    At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
    When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
    M: 1 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #2: Eagle Rock
    At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    When Closing: Summon and defeat this adventure's servitor demon.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #3: Molten Pool
    Abyssal
    At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
    When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #4: Cavern
    At This Location: If you move or are moved from this location, move to a random other location.
    When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, move to a random open location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Abyssal River
    Abyssal
    At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    When Closing: Discard a card that has the Divine trait.
    When Permanently Closed: On closing, you are dealt 1 Poison damage.
    M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #6: Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None


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

    Starting Location: Canyon

    "

    Cogsnap wrote:

    Hand: Acidic Bolas, Dragon's Breath (Core), Flame Cannon, Slick Leather, Acid Flask (Core), Bottled Lightning, Blast Stone,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 6
    Mythic Charges:6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Clockwork Servant (Core), Blessing of Nethys (Core), Blackfingers, Potion of Focus, Elixir of Healing, Anesthetizing SLime, Talisman of True Faith, Elixir of Focus, The Carnival, Clockwork Servant (Core) 2, Blessing of Norgorber
    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.

    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: Abyssal River

    "

    Shardra wrote:

    Hand: Transmogrify, Cloudburst, Sirocco, Flame Staff, Cleric of Nethys, Vampire Bat, Blessing of Nethys 1, Kolo (WoTR),

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Abyssal River
    Hero Points: 9
    Tshirt Reroll: Available
    Mythic Charges: 6
    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): Aqueous Orb, Blessing of Pulura, Wand of Flying, Crystal Ball, Reflecting Shield, Divine Blaze, Major Cure, Blessing of Qi Zhong, Fly, Wayfarer, Blessing of Xoveron, Blessing of Nethys 2, Ice Strike (Core)
    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 Molten Pool.

    Seoni wrote:

    Hand: Disintegrate (Core), Vampiric Touch, Korvosan House Drake (Lockheed), Blessing of Abadar, The Foreign Trader, Count Jeggare,

    Displayed: Magic Leather Armor (Core),
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Molten Pool
    Hero Points: 6
    Mythic Charges: 6
    NOTES:
    Available Support: Saving for myself - None
    * Disintegrate - Add 3d10 to a local check against a Lock or Obstacle barrier
    * Korvosan House Drake - Add 1d6 and the Mental trait to a local combat check
    * Blessing of Abadar - Add 1 die to any check, add 2 dice to any check to defeat a Barrier, recharges if Blessing of Abadar 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 (only a reveal)
    Movement: Move me to the Canyon or Great Hall if necessary.
    Other: I am Seoni. The elements call me to cleanse this place!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Nightspear (Thorn), Fireball Beads, Blessing of Sivanah, Acadamae Student (Peri), Lightning Bolt (Core), Wand of Enervation (Core), Acadamae Scholar (Hanneman), Good Omen (Core), Gem of Mental Acuity (Core), Chalice of Ozem, Frost Ray, Poison Blast (Core), Death's Touch (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 Eagle Rock

    "

    Kess wrote:

    Hand: Iron Knuckles, Topaz of Strength, Smokey (Bear), Sedja, Shaman, Kaa (Reed Moccasin),

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Eagle Rock
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bulwinkle (Moose), Bearskin Armor, Blessing of the Green Faith (2), Councilor's Ring, Cloud Puff, Blessing of Gorum, Crocodile Skin Madu, Magic Chain Mail, Amulet of Furious Fists, Blessing of Gozreh, Blessing of the Green Faith, Thylacine, Big Eyes (Wolf), Gecks (Fire Gecko)
    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(☑ or an armor or an item) 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 Favored of Deskari.

    Favored of Deskari:

    Henchman
    Type: Monster
    Traits: Outsider Vermin Demon Barbarian Mythic
    To Defeat: Combat 35
    The Favored of Deskari is immune to the Electricity and Poison traits. If your check to defeat has the Attack trait, expend a mythic charge. If you succeed at the check to defeat, reroll the dice; take the new result. If defeated, you may immediately attempt to close the location this henchman came from.

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

    During This Scenario:

    Additional Rules: COHORT: KHRAIGORR HALF-FACE

    Khraigorr Half-Face:

    Cohort
    Traits: Barbarian Human
    Reveal this card to add 1d6 to your combat check or to your check to acquire an ally. When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.

    DISPLAY THE TROOP CHAMPIONS OF MENDEV.

    CHampions of Mendev:

    While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
    Mythic Medal of Valor: Melee: Strength + 5
    Mythic Medal of Agility: Ranged: Dexterity + 5
    Mythic Medal of Vigor: Fortitude: Constitution + 5
    Mythic Medal of Clarity: Knowledge: Intelligence + 5
    Mythic Medal of Spirit: Divine: Wisdom + 5
    Mythic Medal of Command: Arcane: Charisma + 5

    Locations cannot be temporarily closed.

    Scenario Level (#): 6

    Turn: 1, Shardra/AbrahamZ.

    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:
    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_

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

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

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

    Spoiler:
    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:
    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:
    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.

    Weapons
    Spoiler:
    Force Sling +3
    WotR
    Weapon 6
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+3; you may additionally discard this card to add another 4d4 and the Force trait.

    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:
    Infinite Rod
    WotR
    Weapon 6
    Traits:
    Club
    Melee
    Magic
    To Acquire:
    Strength
    Melee 13
    OR Arcane
    Divine 15
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3 and add any of the following traits: Bludgeoning, Fire, Piercing, or Slashing; you may additionally discard this card to add another 2d6+4. If not proficient with weapons, the difficulty of this check is increased by 4.
    You may discard this card to add 2 dice to any check to defeat a barrier, or to evade a monster you encounter that is not immune to the Mental trait.

    Spoiler:
    Master's Lash
    WotR
    Weapon 6
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee
    Dexterity 16
    For your combat check, reveal this card to use your Strength, Melee, or Dexterity skill + 1d6+5; you may additionally discard this card to add another 3d6+3 and the Poison trait; ignore the bane's immunities on this check.
    Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location.

    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.

    Spells
    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:
    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:
    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:
    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:
    Winds of Vengeance
    WotR
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    Display this card next to your deck. While displayed, you may move at the end of your turn, add 1d8 to your combat checks, and reduce Acid, Cold, Electricity, Fire and Ranged Combat damage dealt to you by 4.
    At the end of your turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 18 check to recharge or to continue displaying this card; otherwise, discard 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:
    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:
    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:
    Horns of Naraga
    WotR
    Armor 6
    Traits:
    Light Armor
    Magic
    Corrupted
    Mythic
    To Acquire:
    Constitution
    Fortitude 16
    When you defeat a monster, recharge this card to shuffle a number of random cards equal to your number of mythic charges from your discard pile into your deck. If this card has the Corrupted trait, discard a card from the blessings deck.
    Recharge this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
    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:
    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:
    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:
    Lymirin Discourses
    WotR
    Item 2
    Traits:
    Book
    Iomedae
    To Acquire:
    Wisdom
    Divine 9
    Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.

    Spoiler:
    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:
    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:
    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:
    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:
    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:
    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.

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

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

    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 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.

    Current Hour:

    Blessing of Iomedae:
    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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/TheChu:
    Spoiler:
    Hourglass Card 1 Seoni/TheChu
    Blessing of Sarenrae
    WotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 2 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 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 Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 6 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 6 Cogsnap/tcolmaster01
    Blessing of the Inheritor
    WotR
    Blessing 6
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 12
    OR Divine 9
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
    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 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 9 Seoni/TheChu:
    Spoiler:
    Hourglass Card 9 Seoni/TheChu
    Blessing of Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 10 Cogsnap/tcolmaster01
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Kess/Gimry:
    Spoiler:
    Hourglass Card 11 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 12 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 12 Shardra/AbrahamZ.
    Blessing of 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 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 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 Kess/Gimry:
    Spoiler:
    Hourglass Card 15 Kess/Gimry
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 16 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 16 Shardra/AbrahamZ.
    Blessing of 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 17 Seoni/TheChu:
    Spoiler:
    Hourglass Card 17 Seoni/TheChu
    Blessing of the Inheritor
    WotR
    Blessing 6
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 12
    OR Divine 9
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
    Hourglass Card 18 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 18 Cogsnap/tcolmaster01
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Kess/Gimry:
    Spoiler:
    Hourglass Card 19 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 20 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 20 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 21 Seoni/TheChu:
    Spoiler:
    Hourglass Card 21 Seoni/TheChu
    Blessing of 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 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 23 Kess/Gimry:
    Spoiler:
    Hourglass Card 23 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 24 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 24 Shardra/AbrahamZ.
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 25 Seoni/TheChu:
    Spoiler:
    Hourglass Card 25 Seoni/TheChu
    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 26 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 26 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.
    Hourglass Card 27 Kess/Gimry:
    Spoiler:
    Hourglass Card 27 Kess/Gimry
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 28 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 28 Shardra/AbrahamZ.
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 29 Seoni/TheChu:
    Spoiler:
    Hourglass Card 29 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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: Great Hall
    At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
    When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
    M: 1 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Great Hall Card 1:
    Heavy Crossbow
    WotR
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Great Hall Card 2:
    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.
    Great Hall Card 3:
    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.
    Great Hall Card 4:
    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.
    Great Hall Card 5:
    Tarnhelm
    WotR
    Armor 6
    Traits:
    Heavy Armor
    Magic
    Mythic
    To Acquire:
    Constitution
    Fortitude 20
    Recharge this card and expend a mythic charge to add 1d20 and the Acid, Cold, Electricity, Fire or Poison trait to your combat check; after the encounter, you may move yourself and any number of characters from your location to 1 other location.
    Reveal this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
    If proficient with heavy armors, you may recharge this card when you reset your hand.
    Great Hall Card 6:
    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.
    Great Hall Card 7:
    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.
    Great Hall Card 8:
    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_
    Great Hall Card 9:
    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.
    Great Hall Card 10:
    Faxon
    WotR
    Villain 1
    Type: Monster
    Traits:
    Pitborn
    Demon
    Witch
    To Defeat:
    Combat 12
    When you encounter Faxon, each character recharges all cards that have the Healing trait.
    While you act, before any character plays a card, that character recharges a card.
    "Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

    Location #2: Eagle Rock
    At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    When Closing: Summon and defeat this adventure's servitor demon.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Kess/Gimry, None
    Eagle Rock Card 1:
    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.
    Eagle Rock Card 2:
    Urannag
    WotR
    Monster 4
    Traits:
    Construct
    Obstacle
    Lock
    To Defeat:
    Combat 30
    OR Disable 17
    You may not play spells that have the Attack trait. Cards that affect barriers affect this card.
    If undefeated, leave this monster faceup on its location deck. Characters at this location encounter this card as their first exploration each turn. When this location has no other cards, banish this card.
    If you make one false move, its spiked arms and savage blades will surround you_
    Eagle Rock Card 3:
    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.
    Eagle Rock Card 4:
    Eliandra
    WotR
    Ally 6
    Traits:
    Celestial
    Cleric
    To Acquire:
    Charisma
    Divine 16
    Bury this card to redeem a card that has the Corrupted trait.
    During any character's move step, you may give this card to any character.
    Display this card to explore your location. At the end of your turn, you may choose any number as your hand size, then bury this card.
    Eagle Rock 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.
    Eagle Rock Card 6:
    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.
    Eagle Rock Card 7:
    Abyssal Army
    WotR
    Henchman 6
    Type: Barrier
    Traits:
    Army
    Skirmish
    Demon
    Undead
    Mythic
    To Defeat:
    Combat
    Combat 40
    OR Arcane
    Knowledge
    Divine
    Acrobatics 23
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.
    Eagle Rock Card 8:
    Rasping Rift Portal
    WotR
    Barrier 6
    Traits:
    Obstacle
    Magic
    Arcane
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Divine 18
    If undefeated, you are dealt 1d6+1 Force damage, then 1d6+1 Mental damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn.
    After you act, move to a random other location.
    Eagle Rock Card 9:
    Slimy Fiend
    WotR
    Monster 5
    Traits:
    Outsider
    Fiend
    To Defeat:
    Combat 22
    The Slimy Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 17 check or you may not play spells that have the Attack trait.
    After you act, if the check to defeat did not have the Attack or Ranged trait, the Slimy Fiend deald 1d4+1 Acid damage to you.
    These froglike fiends are deployed as shock troops or tasked with guarding slaves_
    Eagle Rock Card 10:
    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.

    Location #3: Molten Pool
    Abyssal
    At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
    When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Seoni/TheChu, None
    Molten Pool Card 1:
    Berbalang
    WotR
    Monster 2
    Traits:
    Undead
    Incorporeal
    To Defeat:
    Combat 18
    The Berbalang is immune to the Mental and Poison traits.
    If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
    If undefeated, discard the top card of your deck.
    Molten Pool Card 2:
    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.
    Molten Pool Card 3:
    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.
    Molten Pool Card 4:
    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.
    Molten Pool Card 5:
    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.
    Molten Pool 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_
    Molten Pool Card 7:
    Abyssal Army
    WotR
    Henchman 6
    Type: Barrier
    Traits:
    Army
    Skirmish
    Demon
    Undead
    Mythic
    To Defeat:
    Combat
    Combat 40
    OR Arcane
    Knowledge
    Divine
    Acrobatics 23
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.
    Molten Pool Card 8:
    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.
    Molten Pool Card 9:
    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.
    Molten Pool Card 10:
    Lyre of Storms
    WotR
    Item 4
    Traits:
    Instrument
    Magic
    Mythic
    To Acquire:
    Charisma
    Divine 12
    Recharge this card to add 1d4 and the Electricity trait to any combat check by a character at your location; ignore a bane's immunity to the Electricity trait for that check.
    Discard this card at the end of a turn and expend a mythic charge to allow any number of other characters to move.

    Location #4: Cavern
    At This Location: If you move or are moved from this location, move to a random other location.
    When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, move to a random open location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Cavern Card 1:
    Mace of Smiting
    WotR
    Weapon 6
    Traits:
    Mace
    Melee
    Bludgeoning
    Magic
    To Acquire:
    Strength
    Melee 13
    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. If the bane has the Construct or Outsider trait, add another 2d8. Ignore any effects on a monster that increase the difficulty of this check.
    Cavern Card 2:
    Abyssal Army
    WotR
    Henchman 6
    Type: Barrier
    Traits:
    Army
    Skirmish
    Demon
    Undead
    Mythic
    To Defeat:
    Combat
    Combat 40
    OR Arcane
    Knowledge
    Divine
    Acrobatics 23
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.
    Cavern Card 3:
    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.
    Cavern Card 4:
    Worm Demon
    WotR
    Monster B
    Traits:
    Outsider
    Undead
    Demon
    To Defeat:
    Combat 10
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.
    Worn demons inhabit and control the corpses of dead humanoids_
    Cavern Card 5:
    Flensing Walls
    WotR
    Barrier 6
    Traits:
    Obstacle
    Magic
    To Defeat:
    Arcane
    Divine 20
    OR Disable 17
    Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
    If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.
    Cavern 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.
    Cavern Card 7:
    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.
    Cavern Card 8:
    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.
    Cavern Card 9:
    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.
    Cavern Card 10:
    Immortal Ichor
    WotR
    Monster 6
    Traits:
    Ooze
    Mythic
    To Defeat:
    Combat 27
    The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
    While you act, a random other character at your location may not play cards or use powers during the encounter.
    This intelligent mass of blood coagulated from the corpse of an evil entity_

    Location #5: Abyssal River
    Abyssal
    At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    When Closing: Discard a card that has the Divine trait.
    When Permanently Closed: On closing, you are dealt 1 Poison damage.
    M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Shardra/AbrahamZ., None
    Abyssal River 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.
    Abyssal River 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.
    Abyssal River Card 3:
    Chevalier
    WotR
    Ally 6
    Traits:
    Halfling
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to add 2d4 to your Melee combat check.
    Bury this card to reduce damage dealt to you to 0.
    Abyssal River Card 4:
    Abyssal Army
    WotR
    Henchman 6
    Type: Barrier
    Traits:
    Army
    Skirmish
    Demon
    Undead
    Mythic
    To Defeat:
    Combat
    Combat 40
    OR Arcane
    Knowledge
    Divine
    Acrobatics 23
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.
    Abyssal River Card 5:
    Horned Demon
    WotR
    Monster 4
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 26
    The Horned Demon is immune to the Electricity and Poison traits.
    Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
    These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
    Abyssal River Card 6:
    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_
    Abyssal River Card 7:
    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.
    Abyssal River Card 8:
    Unstable Accelerant
    WotR
    Barrier 6
    Traits:
    Trap
    Alchemical
    To Defeat:
    None
    Display this barrier faceup next to your location; the barrier is undefeated.
    While displayed, when a character at that location plays a boon, each other character who can play a boon of the same type does so. When a character at that location rolls a die, treat odd rolls as 1 and even rolls as the highest number on that die.
    When that location deck has no cards remaining, banish this barrier.
    Abyssal River Card 9:
    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_
    Abyssal River Card 10:
    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.

    Location #6: Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/tcolmaster01, None
    Canyon Card 1:
    Mantle of Faith
    WotR
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 15
    Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
    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.
    Canyon Card 2:
    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.
    Canyon Card 3:
    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.
    Canyon Card 4:
    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_
    Canyon Card 5:
    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_
    Canyon Card 6:
    Abyssal Army
    WotR
    Henchman 6
    Type: Barrier
    Traits:
    Army
    Skirmish
    Demon
    Undead
    Mythic
    To Defeat:
    Combat
    Combat 40
    OR Arcane
    Knowledge
    Divine
    Acrobatics 23
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.
    Canyon Card 7:
    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_
    Canyon Card 8:
    Explosive Runes
    WotR
    Barrier B
    Traits:
    Trap
    Magic
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
    Canyon Card 9:
    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.
    Canyon Card 10:
    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.


    Deck Handler

    It is the hour of Iomedae

    Move to:
    Location Power: When you would be dealt Combat damage, you are dealt Poison damage instead.

    Free exploration

    Abyssal River Card 1 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 Blessing of Nethys 1 to examine top 2 cards of the location - Spiked Pit Trap and Chevalier, swap their order, then explore

    Abyssal River Card 3 is Chevalier:

    WotR
    Ally 6
    Traits:
    Halfling
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to add 2d4 to your Melee combat check.
    Bury this card to reduce damage dealt to you to 0.

    Cha 9, mythic: 1d6 + 2 + 6 ⇒ (3) + 2 + 6 = 11

    Discard Blessing of Ascension to explore

    Abyssal River Card 2 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.

    Shardra power: use Knowledge to defeat Barriers
    Knowledge 7+6=13, mythic, kolo: 1d10 + 6 + 6 + 3 ⇒ (7) + 6 + 6 + 3 = 22

    Shardra power: When you succeed at a Knowledge check, you may examine the top two cards of any location deck. Great Hall 1=Heavy Crossbow; 2=Manual of War

    Spiked Pit power: explore again

    Abyssal River Card 4 is Abyssal Army:

    WotR
    Henchman 6
    Type: Barrier
    Traits:
    Army
    Skirmish
    Demon
    Undead
    Mythic
    To Defeat:
    Combat
    Combat 40
    OR Arcane
    Knowledge
    Divine
    Acrobatics 23
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.

    Pausing turn for checks


    Combat 40: 1d10 + 7 + 1d12 + 2d4 + 1d4 + 1d4 + 5 + 1d6 + 6 ⇒ (5) + 7 + (11) + (3, 1) + (4) + (4) + 5 + (4) + 6 = 50

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Smokey (Bear) - 2d4
    Iron Knuckles - 1d4
    Brawlers Aid - 1d4+5
    Righteous Medal of Valor: Strength - 1d6
    Mythic Marshall (Str) - 6

    Recharge Shaman for Brawlers Aid

    "

    Kess wrote:

    Hand: Iron Knuckles, Topaz of Strength, Sedja, Kaa (Reed Moccasin),

    Displayed:
    Deck: 15 Discard: 1 Buried: 0
    Current Location: Eagle Rock
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gozreh, Big Eyes (Wolf), Bearskin Armor, Thylacine, Blessing of the Green Faith, Bulwinkle (Moose), Blessing of Gorum, Magic Chain Mail, Cloud Puff, Amulet of Furious Fists, Crocodile Skin Madu, Blessing of the Green Faith (2), Councilor's Ring, Gecks (Fire Gecko)
    Recharged: Shaman,
    Discard Pile: Smokey (Bear),
    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(☑ or an armor or an item) 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

    "


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

    Flame Cannon (Alchemical), Recharge Bottled Lightning (1d6 Power), Blast Stone, Mythic Charge

    Combat 40: 1d20 + 9 + 4d8 + 1d6 + 2d4 ⇒ (6) + 9 + (5, 2, 6, 2) + (5) + (3, 1) = 39
    Combat 40 Hero Point: 1d20 + 9 + 4d8 + 1d6 + 2d4 ⇒ (6) + 9 + (3, 8, 6, 8) + (5) + (1, 4) = 50

    Flame Cannon Craft 12: 1d10 + 10 ⇒ (5) + 10 = 15
    Cannot fail to recharge Blast Stone

    "

    Cogsnap wrote:

    Hand: Acidic Bolas, Dragon's Breath (Core), Slick Leather, Acid Flask (Core),

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Hero Points: 5
    Mythic Charges:5

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Norgorber, Blackfingers, Clockwork Servant (Core), Blessing of Nethys (Core), Talisman of True Faith, Elixir of Healing, Clockwork Servant (Core) 2, Potion of Focus, The Carnival, Anesthetizing SLime, Elixir of Focus
    Recharged: Bottled Lightning, Flame Cannon, Blast Stone,
    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.

    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.

    "


    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

    Arcane 23: 1d12 + 4 + 2 + 6 + 4 + 1d6 ⇒ (5) + 4 + 2 + 6 + 4 + (4) = 25

    Roll Details:

    Arcane: 1d12+4+2
    Miscellaneous: Mythic Charges: 6
    Adding/Existing Elemental Mastery Trait: 4
    Miscellaneous: Count Jeggare: 1d6

    Seoni wrote:

    Hand: Disintegrate (Core), Vampiric Touch, Korvosan House Drake (Lockheed), Blessing of Abadar, The Foreign Trader, Count Jeggare,

    Displayed: Magic Leather Armor (Core),
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Molten Pool
    Hero Points: 6
    Mythic Charges: 6
    NOTES:
    Available Support: Saving for myself - None
    * Disintegrate - Add 3d10 to a local check against a Lock or Obstacle barrier
    * Korvosan House Drake - Add 1d6 and the Mental trait to a local combat check
    * Blessing of Abadar - Add 1 die to any check, add 2 dice to any check to defeat a Barrier, recharges if Blessing of Abadar 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 (only a reveal)
    Movement: Move me to the Canyon or Great Hall 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 Enervation (Core), Acadamae Student (Peri), Lightning Bolt (Core), Gem of Mental Acuity (Core), Poison Blast (Core), Good Omen (Core), Frost Ray, Chalice of Ozem, Nightspear (Thorn), Blessing of Sivanah, Blessing of Pharasma, Fireball Beads, Death's Touch (Core), Acadamae Scholar (Hanneman)
    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


    Deck Handler

    Spend 1 mythic charge, down to 5
    Recharge Kolo
    Knowledge 23, mythic, kolo: 1d20 + 6 + 6 + 1d8 + 6 ⇒ (2) + 6 + 6 + (8) + 6 = 28

    Mythic power: after spending a mythic charge a local character (Shardra) heals 1 card: Blessing of Nethys 1

    Shardra power: after succeeding at a Knowledge check examine the top 2 cards of any location: Cavern 1=Mace of Smiting (weapon 6); 2=Abyssal Army (closing henchman)

    After defeating a mythic bane, gain a mythic charge: back up to 6.

    Abyssal Army power: Abyssal River is closed.

    When Permanently Closed: On closing, you are dealt 1 Poison damage. - discard Chevalier for 1 Poison dmg

    Recovery Phase:

    Reset Hand

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
    Mythic Medal of Valor: Melee: Strength + 5
    Mythic Medal of Agility: Ranged: Dexterity + 5
    Mythic Medal of Vigor: Fortitude: Constitution + 5
    Mythic Medal of Clarity: Knowledge: Intelligence + 5
    Mythic Medal of Spirit: Divine: Wisdom + 5
    Mythic Medal of Command: Arcane: Charisma + 5

    Great Hall 1-10 remain // 1=Heavy Crossbow; 2=Manual of War
    Kess - Eagle Rock 1-10 remain
    Seoni - Molten Pool 1-10 remain
    Cavern 1-10 remain // 1=Mace of Smiting (weapon 6); 2=Abyssal Army (closing henchman)
    Shardra - Abyssal River CLOSED
    Cogsnap - Canyon 1-10 remain"

    "

    Shardra wrote:

    Hand: Transmogrify, Cloudburst, Sirocco, Flame Staff, Cleric of Nethys, Vampire Bat, KHRAIGORR HALF-FACE,

    Displayed:
    Deck: 15 Discard: 2 Buried: 0
    Current Location: Abyssal River
    Hero Points: 9
    Tshirt Reroll: Available
    Mythic Charges: 6
    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): Blessing of Qi Zhong, Major Cure, Blessing of Pulura, Ice Strike (Core), Reflecting Shield, Aqueous Orb, Blessing of Nethys 1, Fly, Kolo (WoTR), Wand of Flying, Blessing of Nethys 2, Blessing of Xoveron, Divine Blaze, Crystal Ball, Wayfarer
    Recharged:
    Discard Pile: Chevalier, Blessing of Ascension,
    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 her turn.
    Hour: Blessing of Sarenrae
    Hour Power:No effect.
    Location: Molten Pool
    Location Power: When any character at this location would be dealt Combat damage, that character is dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
    Scenario Powers: Locations cannot be temporarily closed.

    SoT: 1 Fire damage is reduced to 0 from Mastery (Fire)
    Seoni explores the Molten Pool.

    Berbalang:
    WotR
    Monster 2
    Traits:
    Undead
    Incorporeal
    To Defeat:
    Combat 18
    The Berbalang is immune to the Mental and Poison traits.
    If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
    If undefeated, discard the top card of your deck.

    Combat 18: 1d12 + 4 + 2 + 6 + 1d6 + 4 + 4d6 ⇒ (12) + 4 + 2 + 6 + (1) + 4 + (3, 2, 6, 6) = 46

    Roll Details:

    Arcane: 1d12+4+2
    Miscellaneous: Mythic Charges: 6
    Miscellaneous: Count Jeggare: 1d6
    Adding/Existing Elemental Mastery Trait: 4
    Disintegrate: 4d6

    Discarding Korvosan House Drake to explore again

    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.

    Wisdom 4: 1d6 + 4 ⇒ (4) + 4 = 8

    Roll Details:

    Wisdom: 1d6
    Adding/Existing Elemental Mastery Trait: 4

    Discarding Blessing of Shelyn to explore again

    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.

    Auto-fail that

    Seoni wrote:

    Hand: Death's Touch (Core), Vampiric Touch, Poison Blast (Core), Blessing of Abadar, The Foreign Trader, Count Jeggare,

    Displayed: Magic Leather Armor (Core),
    Deck: 12 Discard: 3 Buried: 0
    Current Location: Molten Pool
    Hero Points: 6
    Mythic Charges: 6
    NOTES:
    Available Support: Saving for myself - None
    * Poison Blast (Core) - Add 2d8 and the Attack, Magic, and Poison traits to local Combat check
    * Blessing of Abadar - Add 1 die to any check, add 2 dice to any check to defeat a Barrier, recharges if Blessing of Abadar 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 (only a reveal)
    Movement: Move me to the Canyon or Great Hall 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 Enervation (Core), Chalice of Ozem, Gem of Mental Acuity (Core), Acadamae Scholar (Hanneman), Good Omen (Core), Fireball Beads, Blessing of Pharasma, Lightning Bolt (Core), Frost Ray, Acadamae Student (Peri), Nightspear (Thorn), Blessing of Sivanah
    Recharged:
    Discard Pile: Disintegrate (Core), Korvosan House Drake (Lockheed), Blessing of Shelyn,
    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 Molten Pool (Berbalang)
    - Acquired Card 2 (Blessing of Shelyn)
    - Failed to acquire Card 3 (Skirmishing Spear)
    - Discarded Disintegrate, Korvosan House Drake, Blessing of Shelyn

    Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
    Mythic Medal of Valor: Melee: Strength + 5
    Mythic Medal of Agility: Ranged: Dexterity + 5
    Mythic Medal of Vigor: Fortitude: Constitution + 5
    Mythic Medal of Clarity: Knowledge: Intelligence + 5
    Mythic Medal of Spirit: Divine: Wisdom + 5
    Mythic Medal of Command: Arcane: Charisma + 5

    Great Hall 1-10 remain // 1=Heavy Crossbow; 2=Manual of War
    Kess - Eagle Rock 1-10 remain
    Seoni - Molten Pool 4-10 remain
    Cavern 1-10 remain // 1=Mace of Smiting (weapon 6); 2=Abyssal Army (closing henchman)
    Shardra - Abyssal River CLOSED
    Cogsnap - Canyon 1-10 remain


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

    Out of Turn Updates: None

    Turn - Hour: Blessing of Pulura
    Hour Rules: None
    SOT: Display Slick Leather
    Give Card: None
    Move: XX -> YY
    Location Powers: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    Explore: Mantle of Faith
    Autofail this check.

    Cogsnap ends their turn.

    Cogsnap attempts to recover all cards in their Recovery pile.

    Cogsnap resets their hand.

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

    "

    Cogsnap wrote:

    Hand: Acidic Bolas, Dragon's Breath (Core), Acid Flask (Core), Talisman of True Faith, Elixir of Focus, Blackfingers, Potion of Focus,

    Displayed: Slick Leather,
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 5
    Mythic Charges:5

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Clockwork Servant (Core) 2, Anesthetizing SLime, Elixir of Healing, Blessing of Nethys (Core), Blessing of Norgorber, Clockwork Servant (Core), The Carnival
    Recharged: Bottled Lightning, Flame Cannon, Blast Stone,
    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.

    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 Favored of Deskari.

    Favored of Deskari:

    Henchman
    Type: Monster
    Traits: Outsider Vermin Demon Barbarian Mythic
    To Defeat: Combat 35
    The Favored of Deskari is immune to the Electricity and Poison traits. If your check to defeat has the Attack trait, expend a mythic charge. If you succeed at the check to defeat, reroll the dice; take the new result. If defeated, you may immediately attempt to close the location this henchman came from.

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

    During This Scenario:

    Additional Rules: COHORT: KHRAIGORR HALF-FACE

    Khraigorr Half-Face:

    Cohort
    Traits: Barbarian Human
    Reveal this card to add 1d6 to your combat check or to your check to acquire an ally. When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.

    DISPLAY THE TROOP CHAMPIONS OF MENDEV.

    CHampions of Mendev:

    While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
    Mythic Medal of Valor: Melee: Strength + 5
    Mythic Medal of Agility: Ranged: Dexterity + 5
    Mythic Medal of Vigor: Fortitude: Constitution + 5
    Mythic Medal of Clarity: Knowledge: Intelligence + 5
    Mythic Medal of Spirit: Divine: Wisdom + 5
    Mythic Medal of Command: Arcane: Charisma + 5

    Locations cannot be temporarily closed.

    Scenario Level (#): 6

    Turn: 4, Kess/Gimry

    Random Cards:

    Monsters
    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:
    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:
    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_

    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_

    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_

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

    Weapons
    Spoiler:
    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:
    Master's Lash
    WotR
    Weapon 6
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee
    Dexterity 16
    For your combat check, reveal this card to use your Strength, Melee, or Dexterity skill + 1d6+5; you may additionally discard this card to add another 3d6+3 and the Poison trait; ignore the bane's immunities on this check.
    Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location.

    Spoiler:
    Vorpal Blade
    WotR
    Weapon 6
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Mythic
    To Acquire:
    Strength
    Melee 17
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+5; you may additionally expend a mythic charge to add another 1d20 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4. If any d20 rolled on this check is a 20, you succeed at the check.

    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:
    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:
    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:
    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:
    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:
    Time Stop
    WotR
    Spell 6
    Traits:
    Magic
    Arcane
    Mythic
    To Acquire:
    Intelligence
    Arcane 20
    Bury this card and expend a mythic charge. Search your deck for any number of cards and put them in your hand; if you play this card during an encounter, you may play any number of cards of each type during the encounter.
    After playing this card, if you do not have the Arcane skill, banish it.

    Armors
    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:
    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:
    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:
    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.

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

    Items
    Spoiler:
    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.

    Spoiler:
    Bountiful Bottle
    WotR
    Item 6
    Traits:
    Item
    Magic
    Mythic
    To Acquire:
    Intelligence
    Craft 13
    Reveal this card to draw a loot that has an adventure deck number less than the scenario's adventure deck number from the box. You may add the loot to your hand or give it to another character.
    After playing this card, banish it, or expend a mythic charge to bury it instead of banishing it.

    Spoiler:
    Staff of the Heirophant
    WotR
    Item 6
    Traits:
    Staff
    Magic
    Divine
    Mythic
    To Acquire:
    Wisdom
    Divine 17
    Reveal this card and recharge a spell that has the Divine trait to add 1d8 to any check by a character at your location.
    Display this card. While displayed, when you recharge a spell that has the Divine trait after playing it, you may expend a mythic charge to put that spell on top of this card. At the end of the turn, put this card and any cards on it on top of your deck.

    Spoiler:
    Ring of Reflection
    WotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    When a monster deals an amount of damage to you before you act, recharge this card to reduce that damage to 0, and add that amount to your checks against the monster.

    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.

    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:
    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.

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

    Spoiler:
    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:
    Nocticula
    WotR
    Ally 6
    Traits:
    Deity
    Outsider
    Demon
    Aristocrat
    Temptation
    To Acquire:
    Charisma
    Diplomacy 20
    Banish this card to add 2d20 to any check to defeat a villain. After the encounter, if you don't win the scenario, banish your hand, deck, and discard pile.

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

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

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

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

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

    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: 26

    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 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 3 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    Blessing of the Inheritor
    WotR
    Blessing 6
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 12
    OR Divine 9
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's 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 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 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 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 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 Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 10 Seoni/TheChu:
    Spoiler:
    Hourglass Card 10 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 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 Kess/Gimry:
    Spoiler:
    Hourglass Card 12 Kess/Gimry
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 13 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 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 14 Seoni/TheChu:
    Spoiler:
    Hourglass Card 14 Seoni/TheChu
    Blessing of the Inheritor
    WotR
    Blessing 6
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 12
    OR Divine 9
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
    Hourglass Card 15 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Cogsnap/tcolmaster01
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Kess/Gimry:
    Spoiler:
    Hourglass Card 16 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 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 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 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 22 Seoni/TheChu:
    Spoiler:
    Hourglass Card 22 Seoni/TheChu
    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 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.
    Hourglass Card 24 Kess/Gimry:
    Spoiler:
    Hourglass Card 24 Kess/Gimry
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 25 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 25 Shardra/AbrahamZ.
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 26 Seoni/TheChu:
    Spoiler:
    Hourglass Card 26 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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: Great Hall
    At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
    When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
    M: 1 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Great Hall Card 1:
    Heavy Crossbow
    WotR
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Great Hall Card 2:
    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.
    Great Hall Card 3:
    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.
    Great Hall Card 4:
    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.
    Great Hall Card 5:
    Tarnhelm
    WotR
    Armor 6
    Traits:
    Heavy Armor
    Magic
    Mythic
    To Acquire:
    Constitution
    Fortitude 20
    Recharge this card and expend a mythic charge to add 1d20 and the Acid, Cold, Electricity, Fire or Poison trait to your combat check; after the encounter, you may move yourself and any number of characters from your location to 1 other location.
    Reveal this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
    If proficient with heavy armors, you may recharge this card when you reset your hand.
    Great Hall Card 6:
    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.
    Great Hall Card 7:
    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.
    Great Hall Card 8:
    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_
    Great Hall Card 9:
    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.
    Great Hall Card 10:
    Faxon
    WotR
    Villain 1
    Type: Monster
    Traits:
    Pitborn
    Demon
    Witch
    To Defeat:
    Combat 12
    When you encounter Faxon, each character recharges all cards that have the Healing trait.
    While you act, before any character plays a card, that character recharges a card.
    "Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

    Location #2: Eagle Rock
    At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    When Closing: Summon and defeat this adventure's servitor demon.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Kess/Gimry, None
    Eagle Rock Card 1:
    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.
    Eagle Rock Card 2:
    Urannag
    WotR
    Monster 4
    Traits:
    Construct
    Obstacle
    Lock
    To Defeat:
    Combat 30
    OR Disable 17
    You may not play spells that have the Attack trait. Cards that affect barriers affect this card.
    If undefeated, leave this monster faceup on its location deck. Characters at this location encounter this card as their first exploration each turn. When this location has no other cards, banish this card.
    If you make one false move, its spiked arms and savage blades will surround you_
    Eagle Rock Card 3:
    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.
    Eagle Rock Card 4:
    Eliandra
    WotR
    Ally 6
    Traits:
    Celestial
    Cleric
    To Acquire:
    Charisma
    Divine 16
    Bury this card to redeem a card that has the Corrupted trait.
    During any character's move step, you may give this card to any character.
    Display this card to explore your location. At the end of your turn, you may choose any number as your hand size, then bury this card.
    Eagle Rock 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.
    Eagle Rock Card 6:
    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.
    Eagle Rock Card 7:
    Abyssal Army
    WotR
    Henchman 6
    Type: Barrier
    Traits:
    Army
    Skirmish
    Demon
    Undead
    Mythic
    To Defeat:
    Combat
    Combat 40
    OR Arcane
    Knowledge
    Divine
    Acrobatics 23
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.
    Eagle Rock Card 8:
    Rasping Rift Portal
    WotR
    Barrier 6
    Traits:
    Obstacle
    Magic
    Arcane
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Divine 18
    If undefeated, you are dealt 1d6+1 Force damage, then 1d6+1 Mental damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn.
    After you act, move to a random other location.
    Eagle Rock Card 9:
    Slimy Fiend
    WotR
    Monster 5
    Traits:
    Outsider
    Fiend
    To Defeat:
    Combat 22
    The Slimy Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 17 check or you may not play spells that have the Attack trait.
    After you act, if the check to defeat did not have the Attack or Ranged trait, the Slimy Fiend deald 1d4+1 Acid damage to you.
    These froglike fiends are deployed as shock troops or tasked with guarding slaves_
    Eagle Rock Card 10:
    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.

    Location #3: Molten Pool
    Abyssal
    At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
    When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 1 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/TheChu, None
    Molten Pool Card 1:
    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.
    Molten Pool Card 2:
    Demonic Horde
    WotR
    Barrier B
    Traits:
    Skirmish
    Demon
    To Defeat:
    None 0
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
    Molten Pool Card 3:
    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_
    Molten Pool Card 4:
    Abyssal Army
    WotR
    Henchman 6
    Type: Barrier
    Traits:
    Army
    Skirmish
    Demon
    Undead
    Mythic
    To Defeat:
    Combat
    Combat 40
    OR Arcane
    Knowledge
    Divine
    Acrobatics 23
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.
    Molten Pool Card 5:
    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.
    Molten Pool Card 6:
    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.
    Molten Pool Card 7:
    Lyre of Storms
    WotR
    Item 4
    Traits:
    Instrument
    Magic
    Mythic
    To Acquire:
    Charisma
    Divine 12
    Recharge this card to add 1d4 and the Electricity trait to any combat check by a character at your location; ignore a bane's immunity to the Electricity trait for that check.
    Discard this card at the end of a turn and expend a mythic charge to allow any number of other characters to move.

    Location #4: Cavern
    At This Location: If you move or are moved from this location, move to a random other location.
    When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, move to a random open location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Cavern Card 1 (Mace of Smiting):
    Mace of Smiting
    WotR
    Weapon 6
    Traits:
    Mace
    Melee
    Bludgeoning
    Magic
    To Acquire:
    Strength
    Melee 13
    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. If the bane has the Construct or Outsider trait, add another 2d8. Ignore any effects on a monster that increase the difficulty of this check.
    Cavern Card 2 (Abyssal Army):
    Abyssal Army
    WotR
    Henchman 6
    Type: Barrier
    Traits:
    Army
    Skirmish
    Demon
    Undead
    Mythic
    To Defeat:
    Combat
    Combat 40
    OR Arcane
    Knowledge
    Divine
    Acrobatics 23
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.
    Cavern Card 3:
    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.
    Cavern Card 4:
    Worm Demon
    WotR
    Monster B
    Traits:
    Outsider
    Undead
    Demon
    To Defeat:
    Combat 10
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.
    Worn demons inhabit and control the corpses of dead humanoids_
    Cavern Card 5:
    Flensing Walls
    WotR
    Barrier 6
    Traits:
    Obstacle
    Magic
    To Defeat:
    Arcane
    Divine 20
    OR Disable 17
    Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
    If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.
    Cavern 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.
    Cavern Card 7:
    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.
    Cavern Card 8:
    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.
    Cavern Card 9:
    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.
    Cavern Card 10:
    Immortal Ichor
    WotR
    Monster 6
    Traits:
    Ooze
    Mythic
    To Defeat:
    Combat 27
    The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
    While you act, a random other character at your location may not play cards or use powers during the encounter.
    This intelligent mass of blood coagulated from the corpse of an evil entity_

    Location #5: Abyssal River
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Shardra/AbrahamZ., None

    Location #6: Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/tcolmaster01, None

    Canyon Card 1:
    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.
    Canyon Card 2:
    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.
    Canyon Card 3:
    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_
    Canyon 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_
    Canyon Card 5:
    Abyssal Army
    WotR
    Henchman 6
    Type: Barrier
    Traits:
    Army
    Skirmish
    Demon
    Undead
    Mythic
    To Defeat:
    Combat
    Combat 40
    OR Arcane
    Knowledge
    Divine
    Acrobatics 23
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.
    Canyon Card 6:
    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_
    Canyon Card 7:
    Explosive Runes
    WotR
    Barrier B
    Traits:
    Trap
    Magic
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
    Canyon Card 8:
    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.
    Canyon Card 9:
    Blood of Eustoyriax
    WotR
    Barrier 2
    Traits:
    Temptation
    Demon
    Corrupted
    To Defeat:
    None 0
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.


    ========================
    Kess starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: Eagle Rock
    Location Power:All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • Locations cannot be temporarily closed.

    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.

    Auto Fail this

    Discard Kaa to explore again

    Urannag:

    WotR
    Monster 4
    Traits:
    Construct
    Obstacle
    Lock
    To Defeat:
    Combat 30
    OR Disable 17
    You may not play spells that have the Attack trait. Cards that affect barriers affect this card.
    If undefeated, leave this monster faceup on its location deck. Characters at this location encounter this card as their first exploration each turn. When this location has no other cards, banish this card.

    Combat 30: 1d10 + 7 + 1d12 + 1d4 + 1d4 + 5 + 6 ⇒ (5) + 7 + (7) + (3) + (3) + 5 + 6 = 36

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Iron Knuckles - 1d4
    Brawlers Aid - 1d4+5
    Mythic Marshall (Str) - 6

    Recharge Sedja for Brawlers Aid

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

    "

    Kess wrote:

    Hand: Iron Knuckles, Topaz of Strength, Councilor's Ring, Big Eyes (Wolf), Blessing of the Green Faith (2), Blessing of Gorum,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Current Location: Eagle Rock
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magic Chain Mail, Gecks (Fire Gecko), Bearskin Armor, Thylacine, Amulet of Furious Fists, Blessing of the Green Faith, Sedja, Shaman, Bulwinkle (Moose), Crocodile Skin Madu, Cloud Puff, Smokey (Bear), Blessing of Gozreh
    Recharged:
    Discard Pile: Kaa (Reed Moccasin),
    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(☑ or an armor or an item) 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
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
    Mythic Medal of Valor: Melee: Strength + 5
    Mythic Medal of Agility: Ranged: Dexterity + 5
    Mythic Medal of Vigor: Fortitude: Constitution + 5
    Mythic Medal of Clarity: Knowledge: Intelligence + 5
    Mythic Medal of Spirit: Divine: Wisdom + 5
    Mythic Medal of Command: Arcane: Charisma + 5

    Great Hall 1-10 remain // 1=Heavy Crossbow; 2=Manual of War
    Kess - Eagle Rock 3-10 remain
    Seoni - Molten Pool 4-10 remain
    Cavern 1-10 remain // 1=Mace of Smiting (weapon 6); 2=Abyssal Army (closing henchman)
    Shardra - Abyssal River CLOSED
    Cogsnap - Canyon 1-10 remain"


  • Deck Handler

    It is the hour of Ascension

    Move to: Molten Pool
    Location Power: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.

    Free exploration

    Molten Pool Card 1 is 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.

    Glimmer of Hope is displayed next to the scenario.

    Discard Vampire Bat to examine top of location - Demonic Horde - then explore.

    Molten Pool Card 2 is 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.

    Whose lucky day? 1=K, 2=C, 3=Se, 4=Sh: 1d4 ⇒ 2
    Whose lucky day? 1=K, 2=C, 3=Se, 4=Sh: 1d4 ⇒ 4
    Whose lucky day? 1=K, 2=C, 3=Se, 4=Sh: 1d4 ⇒ 4
    Whose lucky day? 1=K, 2=C, 3=Se, 4=Sh: 1d4 ⇒ 2

    Cogsnap and Shardra get to summon and encounter two Favored of Deskari each!


    Deck Handler

    Favored of Deskari:

    Henchman
    Type: Monster
    Traits: Outsider Vermin Demon Barbarian Mythic
    To Defeat: Combat 35
    The Favored of Deskari is immune to the Electricity and Poison traits. If your check to defeat has the Attack trait, expend a mythic charge. If you succeed at the check to defeat, reroll the dice; take the new result. If defeated, you may immediately attempt to close the location this henchman came from.

    Display Transmogrify (then send to Recovery)
    Difficulty reduced by: 1d10 + 6 + 1d6 ⇒ (4) + 6 + (4) = 14

    Reveal Flame Staff, discarding Cloudburst to add 1d8
    Combat 35-14=21, mythic: 1d10 + 7 + 6 + 1d4 + 1d8 ⇒ (6) + 7 + 6 + (3) + (6) = 28
    Combat 35-14=21, mythic: 1d10 + 7 + 6 + 1d4 + 1d8 ⇒ (9) + 7 + 6 + (2) + (4) = 28
    Attack trait: spend 1 mythic charge (down to 5)
    Defeat mythic bane: gain 1 mythic charge (back up to 6)

    Encounter 2nd FoD
    Send Sirocco to Recovery
    Ask Kess to recharge BotGF 2 (adding d12 because of Kess power)
    Spend 2 mythic charges (down to 4)
    Combat 35, mythic: 1d20 + 7 + 6 + 3d8 + 1d20 ⇒ (20) + 7 + 6 + (4, 1, 1) + (4) = 43
    Combat 35, mythic: 1d20 + 7 + 6 + 3d8 + 1d20 ⇒ (17) + 7 + 6 + (5, 3, 6) + (3) = 47
    Attack trait: spend 1 mythic charge (down to 3)
    Defeat mythic bane: gain 1 mythic charge (back up to 4)

    Mythic path: heal 1 card - Cloudburst

    Sirocco power: both Seoni and Shardra take 1 Fire dmg (but I think Seoni's power lets her ignore?). Discard Half Face for 1 Fire dmg.

    sirocco power: examine top 2 cards of location - Greater Shadow and Abyssal Army

    will continue turn after Cogsnap encounter with 2 FoD.


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

    Acid Flask, Blackfingers (Recharge), Mythic
    Combat 35: 1d20 + 1d8 + 3d6 + 8 ⇒ (6) + (7) + (4, 6, 2) + 8 = 33
    Combat 35 Hero Point: 1d20 + 1d8 + 3d6 + 8 ⇒ (12) + (8) + (1, 5, 2) + 8 = 36
    Combat 35 Confirm?: 1d20 + 1d8 + 3d6 + 8 ⇒ (19) + (8) + (6, 5, 4) + 8 = 50
    Attack, Expend Mythic Charge

    Dragon's Breath, Talisman of True faith (Copy Blessing), Mythic
    Combat 35: 1d20 + 1d10 + 3d6 + 8 ⇒ (13) + (2) + (4, 2, 6) + 8 = 35
    Combat 35 Confirm?: 1d20 + 1d10 + 3d6 + 8 ⇒ (17) + (1) + (3, 5, 2) + 8 = 36
    Attack, Expend Mythic Charge

    ---Defeated 2 Mythic Cards, +2 Mythic Charges (3 total)

    Cannot fail to recharge acid flask

    Dragon Breath Arcane 13: 1d10 + 7 ⇒ (8) + 7 = 15

    "

    Cogsnap wrote:

    Hand: Acidic Bolas, Elixir of Focus, Potion of Focus,

    Displayed:
    Deck: 16 Discard: 1 Buried: 0
    Hero Points: 5
    Mythic Charges:3

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Carnival, Clockwork Servant (Core) 2, Clockwork Servant (Core), Blessing of Nethys (Core), Anesthetizing SLime, Elixir of Healing, Blessing of Norgorber
    Recharged: Bottled Lightning, Flame Cannon, Blast Stone, Blackfingers, Slick Leather, Acid Flask (Core), Dragon's Breath (Core),
    Discard Pile: Talisman of True Faith,
    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.

    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

    All Favored of Deskari are defeated so Demonic Horde is defeated. Continuing turn.

    Discard Cleric of Nethys to examine top 2 cards of the location, swap their order, then explore.

    Molten Pool Card 4 is Abyssal Army:

    WotR
    Henchman 6
    Type: Barrier
    Traits:
    Army
    Skirmish
    Demon
    Undead
    Mythic
    To Defeat:
    Combat
    Combat 40
    OR Arcane
    Knowledge
    Divine
    Acrobatics 23
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.

    Everyone needs to make a check vs the Abyssal Army.

    Shardra power: use Knowledge for any check vs barrier

    I *think* Jeggare is only a reveal to aid a local check?
    Ask Seoni for The Foreign Trader
    Knowledge 23, mythic, count jeggare: 2d10 + 6 + 4 + 1d6 + 1d8 ⇒ (2, 9) + 6 + 4 + (2) + (1) = 24

    Shardar power: after successful Knowledge check examine top 2 cards of any location: Canyon 1=Planar Crossbow +2; 2=Temptation of Sorcery

    If everyone makes their check vs Abyssal Army:

    *Abyssal Army is defeated and banished.
    * Shardra gains 1 mythic charge (up to 5)
    * Molten Pool is automatically closed (no need to do the When Closing condition)
    * WPC = No effect
    * Shardra ends turn

    If anyone fails their check vs Abyssal Army:

    * each character expends 1d4 mythic charges
    Shardra loses mythic charges: 1d4 ⇒ 1 (down to 3)
    * search this henchman's location deck for boons and exchange them with random monsters from the box. Molten Pool cards 5 & 7 are banished. Shuffle Random Monsters 1 & 2 into Molten Pool.
    * Shuffle this henchman into a random open location. Random open location: 1d6 ⇒ 3 Molten Pool card 4 (Abyssal Army) is shuffled back into Molten Pool. Molten Pool now consists of cards 3-7, shuffled, with cards 5 & 7 replaced by random monsters.
    * Molten Pool is still open.
    * Shardra ends turn.

    End of Shardra's turn:
    Recharge Transmogrify? Divine 16, mythic: 1d10 + 7 + 3 ⇒ (1) + 7 + 3 = 11 +2 more if Abyssal Army was defeated due to Shardra having 2 more mythic charges
    Recharge Sirocco? Divine 13, mythic: 1d10 + 7 + 3 ⇒ (8) + 7 + 3 = 18 +2 more if Abyssal Army was defeated due to Shardra having 2 more mythic charges

    Reset hand

    At the start of Seoni's turn: send Major Cure to Recovery to heal self.
    Major Cure: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

    Recharge Major Cure? Divine 10, mythic: 1d10 + 7 + 3 ⇒ (3) + 7 + 3 = 13 +2 more if Abyssal Army was defeated due to Shardra having 2 more mythic charges

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
    Mythic Medal of Valor: Melee: Strength + 5
    Mythic Medal of Agility: Ranged: Dexterity + 5
    Mythic Medal of Vigor: Fortitude: Constitution + 5
    Mythic Medal of Clarity: Knowledge: Intelligence + 5
    Mythic Medal of Spirit: Divine: Wisdom + 5
    Mythic Medal of Command: Arcane: Charisma + 5

    Glimmer of Hope is displayed next to the scenario (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.)

    Notes for Seoni: Take 1 Fire dmg (that I think you can ignore)

    Great Hall 1-10 remain // 1=Heavy Crossbow; 2=Manual of War
    Kess - Eagle Rock 3-10 remain
    Seoni, Shardra - Molten Pool 3-7 remain // 3=Greater Shadow; 4=Abyssal Army
    Cavern 1-10 remain // 1=Mace of Smiting (weapon 6); 2=Abyssal Army (closing henchman)
    Abyssal River CLOSED
    Cogsnap - Canyon 1-9 remain // 1=Planar Crossbow +2; 2=Temptation of Sorcery"

    "

    Shardra wrote:

    Hand: Cloudburst, Aqueous Orb, Fly, Ice Strike (Core), Flame Staff, Wand of Flying,

    Displayed:
    Deck: 17 Discard: 1 Buried: 0
    Current Location: Molten Pool
    Hero Points: 9
    Tshirt Reroll: Available
    Mythic Charges: 3 or 5 (depending on results vs Abyssal Army)
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

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

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

    Fly: examine top card of 2 locations; then a local character can move

    Wand of Flying: examine top card of 2 locations, then a local character can move

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Divine Blaze, Crystal Ball, Sirocco, Vampire Bat, Blessing of Pulura, Blessing of Ascension, Blessing of Nethys 2, Wayfarer, Kolo (WoTR), Chevalier, KHRAIGORR HALF-FACE, Blessing of Qi Zhong, Blessing of Nethys 1, Reflecting Shield, Blessing of Xoveron, Cleric of Nethys
    Recharged: Major Cure,
    Discard Pile: Transmogrify,
    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)

    Off-turn encounter

    Arcane 23: 1d12 + 4 + 2 + 6 + 1d6 + 4 ⇒ (5) + 4 + 2 + 6 + (4) + 4 = 25

    Roll Details:

    Arcane: 1d12+4+2
    Miscellaneous: Mythic Charges: 6
    Miscellaneous: Count Jeggare: 1d6
    Adding/Existing Elemental Mastery Trait: 4

    Seoni wrote:

    Hand: Death's Touch (Core), Vampiric Touch, Poison Blast (Core), Blessing of Abadar, The Foreign Trader, Count Jeggare,

    Displayed: Magic Leather Armor (Core),
    Deck: 12 Discard: 3 Buried: 0
    Current Location: Molten Pool
    Hero Points: 6
    Mythic Charges: 6
    NOTES:
    Available Support: Saving for myself - None
    * Poison Blast (Core) - Add 2d8 and the Attack, Magic, and Poison traits to local Combat check
    * Blessing of Abadar - Add 1 die to any check, add 2 dice to any check to defeat a Barrier, recharges if Blessing of Abadar 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 (only a reveal)
    Movement: Move me to the Canyon or Great Hall 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), Frost Ray, Wand of Enervation (Core), Good Omen (Core), Chalice of Ozem, Blessing of Pharasma, Blessing of Sivanah, Fireball Beads, Acadamae Student (Peri), Gem of Mental Acuity (Core), Nightspear (Thorn), Acadamae Scholar (Hanneman)
    Recharged:
    Discard Pile: Disintegrate (Core), Korvosan House Drake (Lockheed), Blessing of Shelyn,
    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


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

    Spend Mythic Charge for Knowledge: Int +5
    Use Potion of Focus to add in Craft Skill
    Knowledge 23: 1d10 + 10 + 1d10 + 7 ⇒ (2) + 10 + (8) + 7 = 27

    Potion of Focus Craft 10: 1d10 + 7 ⇒ (4) + 7 = 11

    "

    Cogsnap wrote:

    Hand: Acidic Bolas, Elixir of Focus,

    Displayed: Slick Leather,
    Deck: 16 Discard: 1 Buried: 0
    Hero Points: 5
    Mythic Charges:2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Nethys (Core), Anesthetizing SLime, Clockwork Servant (Core), Clockwork Servant (Core) 2, Blessing of Norgorber, Elixir of Healing, The Carnival
    Recharged: Bottled Lightning, Flame Cannon, Blast Stone, Blackfingers, Acid Flask (Core), Dragon's Breath (Core), Potion of Focus,
    Discard Pile: Talisman of True Faith,
    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.

    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.

    "


    Combat 40: 1d10 + 7 + 1d12 + 1d4 + 1d4 + 2 + 6 + 1d12 + 1d12 ⇒ (5) + 7 + (2) + (1) + (2) + 2 + 6 + (9) + (9) = 43

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Iron Knuckles - 1d4
    Brawlers Aid - 1d4+2
    Mythic Marshall (Str) - 6
    Double Blessed - 1d12+1d12

    "

    Kess wrote:

    Hand: Iron Knuckles, Topaz of Strength, Councilor's Ring,

    Displayed:
    Deck: 15 Discard: 2 Buried: 0
    Current Location: Eagle Rock
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Green Faith, Cloud Puff, Smokey (Bear), Bearskin Armor, Gecks (Fire Gecko), Shaman, Amulet of Furious Fists, Crocodile Skin Madu, Bulwinkle (Moose), Magic Chain Mail, Blessing of Gozreh, Sedja, Thylacine
    Recharged: Blessing of the Green Faith (2), Big Eyes (Wolf),
    Discard Pile: Kaa (Reed Moccasin), 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(☑ or an armor or an item) 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

    "


    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 Deskari
    Hour Power:No effect.
    Location: Molten Pool
    Location Power: When any character at this location would be dealt Combat damage, that character is dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
    Scenario Powers: Locations cannot be temporarily closed.

    Seoni moves to the Great Hall and explores.

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

    Auto-fail that, discarding Blessing of Abadar to explore again

    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.

    Auto-fail that, too.

    Seoni wrote:

    Hand: Death's Touch (Core), Vampiric Touch, Poison Blast (Core), Acadamae Student (Peri), Blessing of Sivanah, Count Jeggare,

    Displayed: Magic Leather Armor (Core),
    Deck: 10 Discard: 5 Buried: 0
    Current Location: Great Hall
    Hero Points: 6
    Mythic Charges: 6
    NOTES:
    Available Support: Saving for myself - None
    * Poison Blast (Core) - Add 2d8 and the Attack, Magic, and Poison traits to local Combat check
    * Academae Student - Add 1d4 to a local Arcane check or local check against an Outsider bane
    * 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 Canyon or Great Hall if necessary.
    Other: I am Seoni. The elements call me to cleanse this place!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Nightspear (Thorn), Acadamae Scholar (Hanneman), Fireball Beads, Gem of Mental Acuity (Core), Chalice of Ozem, Good Omen (Core), Blessing of Pharasma, Frost Ray, Lightning Bolt (Core), Wand of Enervation (Core)
    Recharged:
    Discard Pile: Disintegrate (Core), Korvosan House Drake (Lockheed), Blessing of Shelyn, The Foreign Trader, Blessing of Abadar,
    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:
    - Moved to Great Hall
    - Failed to acquire Cards 1, 2 of Great Hall (Heavy Crossbow, Manual of War)
    - Discarded Blessing of Abadar

    Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
    Mythic Medal of Valor: Melee: Strength + 5
    Mythic Medal of Agility: Ranged: Dexterity + 5
    Mythic Medal of Vigor: Fortitude: Constitution + 5
    Mythic Medal of Clarity: Knowledge: Intelligence + 5
    Mythic Medal of Spirit: Divine: Wisdom + 5
    Mythic Medal of Command: Arcane: Charisma + 5

    Glimmer of Hope is displayed next to the scenario (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.)

    Notes for Seoni: Take 1 Fire dmg (that I think you can ignore)

    Seoni - Great Hall 3-10 remain
    Kess - Eagle Rock 3-10 remain
    Shardra - Molten Pool CLOSED
    Cavern 1-10 remain // 1=Mace of Smiting (weapon 6); 2=Abyssal Army (closing henchman)
    Abyssal River CLOSED
    Cogsnap - Canyon 1-9 remain // 1=Planar Crossbow +2; 2=Temptation of Sorcery


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

    Out of Turn Updates: None

    Turn - Hour:Blessing of the Inheritor
    Hour Rules: None
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    Explore: Planar Crossbow +2
    Ranged 11: 1d8 + 6 ⇒ (7) + 6 = 13

    Cogsnap ends their turn.

    Cogsnap attempts to recover all cards in their Recovery pile.

    Cogsnap resets their hand.

    [u]Summary[/u]
    Acquired: Planar Crossbow +2
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    "

    Cogsnap wrote:

    Hand: Acidic Bolas, Planar Crossbow +2, Blessing of Nethys (Core), Clockwork Servant (Core) 2, Elixir of Focus, Clockwork Servant (Core), Blessing of Norgorber,

    Displayed: Slick Leather,
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 5
    Mythic Charges:2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Carnival, Elixir of Healing, Anesthetizing SLime
    Recharged: Bottled Lightning, Flame Cannon, Blast Stone, Blackfingers, Acid Flask (Core), Dragon's Breath (Core), Potion of Focus,
    Discard Pile: Talisman of True Faith,
    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.

    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 Favored of Deskari.

    Favored of Deskari:

    Henchman
    Type: Monster
    Traits: Outsider Vermin Demon Barbarian Mythic
    To Defeat: Combat 35
    The Favored of Deskari is immune to the Electricity and Poison traits. If your check to defeat has the Attack trait, expend a mythic charge. If you succeed at the check to defeat, reroll the dice; take the new result. If defeated, you may immediately attempt to close the location this henchman came from.

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

    During This Scenario:

    Additional Rules: COHORT: KHRAIGORR HALF-FACE

    Khraigorr Half-Face:

    Cohort
    Traits: Barbarian Human
    Reveal this card to add 1d6 to your combat check or to your check to acquire an ally. When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.

    DISPLAY THE TROOP CHAMPIONS OF MENDEV.

    CHampions of Mendev:

    While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
    Mythic Medal of Valor: Melee: Strength + 5
    Mythic Medal of Agility: Ranged: Dexterity + 5
    Mythic Medal of Vigor: Fortitude: Constitution + 5
    Mythic Medal of Clarity: Knowledge: Intelligence + 5
    Mythic Medal of Spirit: Divine: Wisdom + 5
    Mythic Medal of Command: Arcane: Charisma + 5

    Locations cannot be temporarily closed.

    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.

    Scenario Level (#): 6

    Turn: 8, Kess/Gimry

    Random Cards:

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

    Spoiler:
    Fiendish Black Dragon
    WotR
    Monster 6
    Traits:
    Dragon
    Mythic
    To Defeat:
    Combat 29
    The Fiendish Black Dragon is immune to the Acid trait. If the check to defeat has the Cold or Fire trait, the difficulty is increased by 5.
    Before you act, each character at your location attempts a Dexterity or Acrobatics 13 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
    If undefeated, each character at a random occupied location attempts a Dexterity or Acrobatics 13 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.

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

    Weapons
    Spoiler:
    Dragonbreath Bow
    WotR
    Weapon 6
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Mythic
    To Acquire:
    Dexterity
    Ranged 15
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

    Spoiler:
    Sunsword
    WotR
    Weapon 6
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4; you may additionally discard this card or a card that has the Divine trait to add another 1d10. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 1d10. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    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.

    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:
    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:
    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.

    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:
    Form of the Dragon
    WotR
    Spell 6
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 15
    Display this card and choose Acid, Cold, Electricity, Fire, or Poison. While displayed, reduce damage of the chosen type dealt to you to 0, and for your combat check, you may discard a card and use your Constitution or Charisma skill + 4d6+4 and the chosen trait.
    At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.

    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:
    Lend Mythic Path
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 14
    Discard this card to allow a character at your location to use a power on your mythic path card.
    Discard this card and expend a mythic charge to use a power on another character's mythic path card.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 14 or Divine 16 check to recharge this card instead of discarding it.

    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:
    Black Dragonhide Breastplate
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    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.

    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:
    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:
    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.

    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:
    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:
    Staff of the Heirophant
    WotR
    Item 6
    Traits:
    Staff
    Magic
    Divine
    Mythic
    To Acquire:
    Wisdom
    Divine 17
    Reveal this card and recharge a spell that has the Divine trait to add 1d8 to any check by a character at your location.
    Display this card. While displayed, when you recharge a spell that has the Divine trait after playing it, you may expend a mythic charge to put that spell on top of this card. At the end of the turn, put this card and any cards on it on top of your 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.

    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:
    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:
    Dire Griffon
    WotR
    Ally 6
    Traits:
    Animal
    Mount
    Mythic
    To Acquire:
    Wisdom
    Survival 15
    OR Combat 30
    At the start or end of your turn, discard this card to move yourself and 1 other character from your location to another location.
    Discard this card to explore your location. For each of your mythic charges, add 2 to your combat checks during this exploration.

    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:
    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.

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

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

    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: 22

    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 Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    Blessing of 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 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 Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 6 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 8 Kess/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 9 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Shardra/AbrahamZ.
    Blessing of 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 10 Seoni/TheChu:
    Spoiler:
    Hourglass Card 10 Seoni/TheChu
    Blessing of the Inheritor
    WotR
    Blessing 6
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 12
    OR Divine 9
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
    Hourglass Card 11 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Cogsnap/tcolmaster01
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Kess/Gimry:
    Spoiler:
    Hourglass Card 12 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 15 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Cogsnap/tcolmaster01
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Kess/Gimry:
    Spoiler:
    Hourglass Card 16 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 17 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 17 Shardra/AbrahamZ.
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 18 Seoni/TheChu:
    Spoiler:
    Hourglass Card 18 Seoni/TheChu
    Blessing of 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 19 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 19 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.
    Hourglass Card 20 Kess/Gimry:
    Spoiler:
    Hourglass Card 20 Kess/Gimry
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 21 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 21 Shardra/AbrahamZ.
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Seoni/TheChu:
    Spoiler:
    Hourglass Card 22 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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: Great Hall
    At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
    When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/TheChu, None

    Great Hall Card 1:
    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.
    Great Hall Card 2:
    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.
    Great Hall Card 3:
    Tarnhelm
    WotR
    Armor 6
    Traits:
    Heavy Armor
    Magic
    Mythic
    To Acquire:
    Constitution
    Fortitude 20
    Recharge this card and expend a mythic charge to add 1d20 and the Acid, Cold, Electricity, Fire or Poison trait to your combat check; after the encounter, you may move yourself and any number of characters from your location to 1 other location.
    Reveal this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
    If proficient with heavy armors, you may recharge this card when you reset your hand.
    Great Hall Card 4:
    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.
    Great Hall Card 5:
    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.
    Great Hall Card 6:
    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_
    Great Hall 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.
    Great Hall Card 8:
    Faxon
    WotR
    Villain 1
    Type: Monster
    Traits:
    Pitborn
    Demon
    Witch
    To Defeat:
    Combat 12
    When you encounter Faxon, each character recharges all cards that have the Healing trait.
    While you act, before any character plays a card, that character recharges a card.
    "Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

    Location #2: Eagle Rock
    At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    When Closing: Summon and defeat this adventure's servitor demon.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Kess/Gimry, None
    Eagle Rock Card 1:
    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.
    Eagle Rock Card 2:
    Eliandra
    WotR
    Ally 6
    Traits:
    Celestial
    Cleric
    To Acquire:
    Charisma
    Divine 16
    Bury this card to redeem a card that has the Corrupted trait.
    During any character's move step, you may give this card to any character.
    Display this card to explore your location. At the end of your turn, you may choose any number as your hand size, then bury this card.
    Eagle Rock 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.
    Eagle Rock Card 4:
    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.
    Eagle Rock Card 5:
    Abyssal Army
    WotR
    Henchman 6
    Type: Barrier
    Traits:
    Army
    Skirmish
    Demon
    Undead
    Mythic
    To Defeat:
    Combat
    Combat 40
    OR Arcane
    Knowledge
    Divine
    Acrobatics 23
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.
    Eagle Rock Card 6:
    Rasping Rift Portal
    WotR
    Barrier 6
    Traits:
    Obstacle
    Magic
    Arcane
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Divine 18
    If undefeated, you are dealt 1d6+1 Force damage, then 1d6+1 Mental damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn.
    After you act, move to a random other location.
    Eagle Rock Card 7:
    Slimy Fiend
    WotR
    Monster 5
    Traits:
    Outsider
    Fiend
    To Defeat:
    Combat 22
    The Slimy Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 17 check or you may not play spells that have the Attack trait.
    After you act, if the check to defeat did not have the Attack or Ranged trait, the Slimy Fiend deald 1d4+1 Acid damage to you.
    These froglike fiends are deployed as shock troops or tasked with guarding slaves_
    Eagle Rock Card 8:
    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.

    Location #3: Molten Pool
    Closed
    At This Location: At the start of your turn, you are dealt 1 Fire damage.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Shardra/AbrahamZ., None

    Location #4: Cavern
    At This Location: If you move or are moved from this location, move to a random other location.
    When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, move to a random open location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Cavern Card 1 (Mace of Smiting):
    Mace of Smiting
    WotR
    Weapon 6
    Traits:
    Mace
    Melee
    Bludgeoning
    Magic
    To Acquire:
    Strength
    Melee 13
    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. If the bane has the Construct or Outsider trait, add another 2d8. Ignore any effects on a monster that increase the difficulty of this check.
    Cavern Card 2 (Abyssal Army):
    Abyssal Army
    WotR
    Henchman 6
    Type: Barrier
    Traits:
    Army
    Skirmish
    Demon
    Undead
    Mythic
    To Defeat:
    Combat
    Combat 40
    OR Arcane
    Knowledge
    Divine
    Acrobatics 23
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.
    Cavern Card 3:
    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.
    Cavern Card 4:
    Worm Demon
    WotR
    Monster B
    Traits:
    Outsider
    Undead
    Demon
    To Defeat:
    Combat 10
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.
    Worn demons inhabit and control the corpses of dead humanoids_
    Cavern Card 5:
    Flensing Walls
    WotR
    Barrier 6
    Traits:
    Obstacle
    Magic
    To Defeat:
    Arcane
    Divine 20
    OR Disable 17
    Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
    If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.
    Cavern 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.
    Cavern Card 7:
    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.
    Cavern Card 8:
    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.
    Cavern Card 9:
    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.
    Cavern Card 10:
    Immortal Ichor
    WotR
    Monster 6
    Traits:
    Ooze
    Mythic
    To Defeat:
    Combat 27
    The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
    While you act, a random other character at your location may not play cards or use powers during the encounter.
    This intelligent mass of blood coagulated from the corpse of an evil entity_

    Location #5: Abyssal River
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #6: Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M: 3 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/tcolmaster01, None

    Canyon Card 1 (Temptation of Sorcery):
    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.
    Canyon Card 2:
    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_
    Canyon Card 3:
    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_
    Canyon Card 4:
    Abyssal Army
    WotR
    Henchman 6
    Type: Barrier
    Traits:
    Army
    Skirmish
    Demon
    Undead
    Mythic
    To Defeat:
    Combat
    Combat 40
    OR Arcane
    Knowledge
    Divine
    Acrobatics 23
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.
    Canyon Card 5:
    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_
    Canyon Card 6:
    Explosive Runes
    WotR
    Barrier B
    Traits:
    Trap
    Magic
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
    Canyon Card 7:
    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.
    Canyon Card 8:
    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.


    ========================
    Kess starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: Eagle Rock
    Location Power:All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • Locations cannot be temporarily closed.

    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.

    Melee 12: 1d10 + 7 + 6 ⇒ (3) + 7 + 6 = 16

    Roll Details:

    Melee - 1d10+7
    Mythic Marshall (Str) - 6

    "

    Kess wrote:

    Hand: Iron Knuckles, Topaz of Strength, Councilor's Ring, Amulet of Furious Fists, Smokey (Bear), Bulwinkle (Moose),

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Current Location: Eagle Rock
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sedja, Blessing of Gozreh, Gecks (Fire Gecko), Cloud Puff, Shaman, Magic Chain Mail, Thylacine, Crocodile Skin Madu, Bearskin Armor, Blessing of the Green Faith
    Recharged: Blessing of the Green Faith (2), Big Eyes (Wolf),
    Discard Pile: Kaa (Reed Moccasin), Blessing of Gorum, Rapier of Puncturing,
    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(☑ or an armor or an item) 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 Starsong

    Move to: Canyon
    Location Power: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.

    Free exploration

    Canyon Card 1 is 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.

    Draw 3 non-Basic, non-Elite spells from the box. I'm fairly certain this corresponds to level 4+. Random Spell 1: Breath of Life (level 5), 2: Death's Touch (level 5), 3: Form of the Dragon (level 6). Add Form of the Dragon to my hand (banishing the others). The barrier is undefeated. Banish Fly spell from my hand. AYA banish the barrier.

    Bury Wand of Flying to Recovery to examine top cards of Canyon: Gargoyle and Eagle Rock: Eliandra (Ally 6); then move Shardra to Eagle Rock.

    Recovery Phase:
    Recharge Wand of Flying? Divine 12, mythic: 1d10 + 7 + 5 ⇒ (7) + 7 + 5 = 19

    Reset Hand, discarding Form of the Dragon

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
    Mythic Medal of Valor: Melee: Strength + 5
    Mythic Medal of Agility: Ranged: Dexterity + 5
    Mythic Medal of Vigor: Fortitude: Constitution + 5
    Mythic Medal of Clarity: Knowledge: Intelligence + 5
    Mythic Medal of Spirit: Divine: Wisdom + 5
    Mythic Medal of Command: Arcane: Charisma + 5

    Glimmer of Hope is displayed next to the scenario (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.)

    Seoni - Great Hall 1-8 remain
    Kess, Shardra - Eagle Rock 2-8 remain // 2=Eliandra (ally 6)
    Molten Pool CLOSED
    Cavern 1-10 remain // 1=Mace of Smiting (weapon 6); 2=Abyssal Army (closing henchman)
    Abyssal River CLOSED
    Cogsnap - Canyon 2-8 remain // 2=Gargoyle"

    "

    Shardra wrote:

    Hand: Cloudburst, Aqueous Orb, Ice Strike (Core), Reflecting Shield, Flame Staff, Wayfarer, Blessing of Xoveron,

    Displayed:
    Deck: 15 Discard: 2 Buried: 0
    Current Location: Eagle Rock
    Hero Points: 9
    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): Kolo (WoTR), Blessing of Pulura, Chevalier, Blessing of Nethys 2, Crystal Ball, Divine Blaze, Blessing of Nethys 1, Blessing of Qi Zhong, Sirocco, Cleric of Nethys, Blessing of Ascension, KHRAIGORR HALF-FACE, Vampire Bat
    Recharged: Major Cure, Wand of Flying,
    Discard Pile: Transmogrify, Form of the Dragon,
    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 her turn.
    Hour: Blessing of Iomedae
    Hour Power:No effect.
    Location: Great Hall
    Location Power: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
    Scenario Powers: Locations cannot be temporarily closed.

    Seoni explores the Great Hall.

    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.

    Drawn non-Basic allies are: Raconteur (Ally B), Wolverine (Ally 1), and Dire Griffon (Ally 6). Will draw Dire Griffon and banish Korvosan House Drake from my discards. Barrier is undefeated, but still banished.
    Discarding Academae Student to explore again with bonus to first Arcane check

    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.

    Auto-acquire, discarding Demon Hunter to explore again with bonus against Demon banes

    Tarnhelm:
    WotR
    Armor 6
    Traits:
    Heavy Armor
    Magic
    Mythic
    To Acquire:
    Constitution
    Fortitude 20
    Recharge this card and expend a mythic charge to add 1d20 and the Acid, Cold, Electricity, Fire or Poison trait to your combat check; after the encounter, you may move yourself and any number of characters from your location to 1 other location.
    Reveal this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Oof, even with help, I can only get 3d6+4 for a 20. Unfortunately, I can't acquire this.
    Discarding Dire Griffon to explore again with bonus to combat

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

    Auto-fail that, too...

    Seoni wrote:

    Hand: Death's Touch (Core), Vampiric Touch, Poison Blast (Core), Gem of Mental Acuity (Core), Blessing of Sivanah, Count Jeggare,

    Displayed: Magic Leather Armor (Core),
    Deck: 9 Discard: 7 Buried: 0
    Current Location: Great Hall
    Hero Points: 6
    Mythic Charges: 6
    NOTES:
    Available Support: Saving for myself - None
    * Poison Blast (Core) - Add 2d8 and the Attack, Magic, and Poison traits to local Combat check
    * 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 Canyon or Great Hall if necessary.
    Other: I am Seoni. The elements call me to cleanse this place!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Frost Ray, Fireball Beads, Good Omen (Core), Chalice of Ozem, Acadamae Scholar (Hanneman), Lightning Bolt (Core), Blessing of Pharasma, Nightspear (Thorn), Wand of Enervation (Core)
    Recharged:
    Discard Pile: Disintegrate (Core), Blessing of Shelyn, The Foreign Trader, Blessing of Abadar, Acadamae Student (Peri), Demon Hunter, Dire Griffon,
    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:
    - Banished Card 1 of Great Hall (Temptation of Attraction)
    - Acquired Card 2 (Demon Hunter)
    - Failed to acquire Cards 3, 4 (Tarnhelm, Marksman's Bow)
    - Discarded Academae Student, Demon Hunter, Dire Griffon
    - Banished Korvosan House Drake

    Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
    Mythic Medal of Valor: Melee: Strength + 5
    Mythic Medal of Agility: Ranged: Dexterity + 5
    Mythic Medal of Vigor: Fortitude: Constitution + 5
    Mythic Medal of Clarity: Knowledge: Intelligence + 5
    Mythic Medal of Spirit: Divine: Wisdom + 5
    Mythic Medal of Command: Arcane: Charisma + 5

    Glimmer of Hope is displayed next to the scenario (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.)

    Seoni - Great Hall 5-8 remain
    Kess, Shardra - Eagle Rock 2-8 remain // 2=Eliandra (ally 6)
    Molten Pool CLOSED
    Cavern 1-10 remain // 1=Mace of Smiting (weapon 6); 2=Abyssal Army (closing henchman)
    Abyssal River CLOSED
    Cogsnap - Canyon 2-8 remain // 2=Gargoyle


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

    Out of Turn Updates: None

    Turn - Hour:Blessing of Nethys
    Hour Rules: None
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    Explore: Gargoyle
    Planar Crossbow
    Combat 14: 1d8 + 6 + 1d10 + 2 ⇒ (4) + 6 + (6) + 2 = 18
    Defeated

    Recharge Acidic Bolas for Cogsnap Goodie ->Pure Holy Water

    Bury Clockwork Servant to Explore

    Cultist Archer:

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

    BYA damage: 1d4 - 1 ⇒ (2) - 1 = 1

    Recharge Slick Leather for the damage

    Planar Crossbow
    Combat 14: 1d8 + 6 + 1d10 + 2 ⇒ (5) + 6 + (10) + 2 = 23

    Defeated

    Recharge Pure Holy Water for Cogsnap Goodie -> Nahyndrian Elixer

    Bury Clockwork Servant 2 to Explore

    Abyssal Army:

    WotR Henchman 6
    Type: Barrier
    Traits: Army Skirmish Demon Undead Mythic
    To Defeat: Combat Combat 40 OR Arcane Knowledge Divine Acrobatics 23
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits. Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated. If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location. If defeated, you may immediately close thie location this henchman came from.

    Use Hero Point for Knowledge +5
    Elixir of Focus
    Knowledge 23: 1d10 + 9 + 1d10 + 6 ⇒ (6) + 9 + (5) + 6 = 26

    Acquired: Pure Holy Water, Nahyndrian Elixer
    Banished: Gargoyle, Cultist Archer


    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

    Arcane 23: 1d12 + 4 + 2 + 6 + 1d6 + 4 ⇒ (12) + 4 + 2 + 6 + (6) + 4 = 34

    Roll Details:

    Arcane: 1d12+4+2
    Miscellaneous: Mythic Charges: 6
    Miscellaneous: Count Jeggare: 1d6
    Adding/Existing Elemental Mastery Trait: 4

    Seoni wrote:

    Hand: Death's Touch (Core), Vampiric Touch, Poison Blast (Core), Gem of Mental Acuity (Core), Blessing of Sivanah, Count Jeggare,

    Displayed: Magic Leather Armor (Core),
    Deck: 9 Discard: 7 Buried: 0
    Current Location: Great Hall
    Hero Points: 6
    Mythic Charges: 6
    NOTES:
    Available Support: Saving for myself - None
    * Poison Blast (Core) - Add 2d8 and the Attack, Magic, and Poison traits to local Combat check
    * 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 Canyon or Great Hall if necessary.
    Other: I am Seoni. The elements call me to cleanse this place!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Frost Ray, Nightspear (Thorn), Good Omen (Core), Chalice of Ozem, Fireball Beads, Lightning Bolt (Core), Wand of Enervation (Core), Acadamae Scholar (Hanneman), Blessing of Pharasma
    Recharged:
    Discard Pile: Disintegrate (Core), Blessing of Shelyn, The Foreign Trader, Blessing of Abadar, Acadamae Student (Peri), Demon Hunter, Dire Griffon,
    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

    Ask Seoni or Cogsnap for a Blessing
    Spend 1 mythic charge (down to 4)
    Divine 23, mythic: 1d20 + 1d10 + 7 + 5 ⇒ (8) + (8) + 7 + 5 = 28


    Combat 40: 1d10 + 7 + 1d12 + 1d4 + 5 + 2d6 + 1d6 + 6 + 1d10 ⇒ (7) + 7 + (2) + (1) + 5 + (6, 6) + (4) + 6 + (6) = 50

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Brawlers Aid - 1d4+5
    Amulet of Furious Fists - 2d6
    Righteous Medal of Valor: Strength - 1d6
    Mythic Marshall (Str) - 6
    Blessed - 1d10


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

    Discard Blessing of Nethys for Shardra

    Abyssal Army defeated. Gain 1 Mythic Charge.

    Canyon Closed.

    WPC: Shuffle all locations.

    Cannot fail to recharge Clockwork Servant
    Elixir of Focus Craft 10: 1d10 + 7 ⇒ (10) + 7 = 17

    "

    Cogsnap wrote:

    Hand: Nahyndrian Elixer, Planar Crossbow +2, Blessing of Norgorber, The Carnival, Elixir of Healing, Anesthetizing SLime, Bottled Lightning,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Hero Points: 5
    Mythic Charges:2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Flame Cannon, Blast Stone, Blackfingers, Acid Flask (Core), Dragon's Breath (Core), Potion of Focus, Acidic Bolas, Slick Leather, Pure Holy Water, Clockwork Servant (Core), Clockwork Servant (Core) 2, Elixir of Focus,
    Discard Pile: Talisman of True Faith, Blessing of Nethys (Core),
    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.

    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 Favored of Deskari.

    Favored of Deskari:

    Henchman
    Type: Monster
    Traits: Outsider Vermin Demon Barbarian Mythic
    To Defeat: Combat 35
    The Favored of Deskari is immune to the Electricity and Poison traits. If your check to defeat has the Attack trait, expend a mythic charge. If you succeed at the check to defeat, reroll the dice; take the new result. If defeated, you may immediately attempt to close the location this henchman came from.

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

    During This Scenario:

    Additional Rules: COHORT: KHRAIGORR HALF-FACE

    Khraigorr Half-Face:

    Cohort
    Traits: Barbarian Human
    Reveal this card to add 1d6 to your combat check or to your check to acquire an ally. When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.

    DISPLAY THE TROOP CHAMPIONS OF MENDEV.

    CHampions of Mendev:

    While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
    Mythic Medal of Valor: Melee: Strength + 5
    Mythic Medal of Agility: Ranged: Dexterity + 5
    Mythic Medal of Vigor: Fortitude: Constitution + 5
    Mythic Medal of Clarity: Knowledge: Intelligence + 5
    Mythic Medal of Spirit: Divine: Wisdom + 5
    Mythic Medal of Command: Arcane: Charisma + 5

    Locations cannot be temporarily closed.

    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.

    Scenario Level (#): 6

    Turn: 12, Kess/Gimry

    Random Cards:

    Monsters
    Spoiler:
    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.

    Spoiler:
    Apocalypse Demon
    WotR
    Monster 6
    Traits:
    Outsider
    Demon
    Mythic
    To Defeat:
    Combat 27
    THEN Combat 30
    The Apocalypse Demon is immune to the Electricity and Poison traits.
    Before you act, if your location has the Abyssal trait, each other character at that location must succeed at a Wisdom 13 check or summon and build the location Middle of Nowhere and move there.
    If you evade the Apocalypse Demon, put it on top of its location deck and 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_

    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:
    Fly Demon
    WotR
    Monster 6
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 25
    The Fly Demon is immune to the Acid, Electricity, and Poison traits.
    If defeated, each character at your location is dealt 1d4+1 Acid damage.
    If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.

    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:
    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:
    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:
    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:
    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:
    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.

    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:
    Master's Lash
    WotR
    Weapon 6
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee
    Dexterity 16
    For your combat check, reveal this card to use your Strength, Melee, or Dexterity skill + 1d6+5; you may additionally discard this card to add another 3d6+3 and the Poison trait; ignore the bane's immunities on this check.
    Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location.

    Spoiler:
    Dragonbreath Bow
    WotR
    Weapon 6
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Mythic
    To Acquire:
    Dexterity
    Ranged 15
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any 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.

    Spells
    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:
    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:
    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:
    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.

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

    Armors
    Spoiler:
    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:
    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:
    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:
    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:
    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.

    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:
    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:
    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:
    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:
    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:
    Dire Griffon
    WotR
    Ally 6
    Traits:
    Animal
    Mount
    Mythic
    To Acquire:
    Wisdom
    Survival 15
    OR Combat 30
    At the start or end of your turn, discard this card to move yourself and 1 other character from your location to another location.
    Discard this card to explore your location. For each of your mythic charges, add 2 to your combat checks during this exploration.

    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:
    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.

    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 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 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.

    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.

    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 Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 2 Seoni/TheChu:
    Spoiler:
    Hourglass Card 2 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 3 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 4 Kess/Gimry:
    Spoiler:
    Hourglass Card 4 Kess/Gimry
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 5 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Shardra/AbrahamZ.
    Blessing of 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 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    Blessing of the Inheritor
    WotR
    Blessing 6
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 12
    OR Divine 9
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
    Hourglass Card 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Kess/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card 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 Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 11 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Cogsnap/tcolmaster01
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Kess/Gimry:
    Spoiler:
    Hourglass Card 12 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 13 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 Shardra/AbrahamZ.
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 14 Seoni/TheChu:
    Spoiler:
    Hourglass Card 14 Seoni/TheChu
    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 15 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 15 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.
    Hourglass Card 16 Kess/Gimry:
    Spoiler:
    Hourglass Card 16 Kess/Gimry
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 17 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 17 Shardra/AbrahamZ.
    Blessing of 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 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: Great Hall
    At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
    When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/TheChu, None

    Great Hall Card 1:
    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.
    Great Hall 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_
    Great Hall Card 3:
    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.
    Great Hall Card 4:
    Faxon
    WotR
    Villain 1
    Type: Monster
    Traits:
    Pitborn
    Demon
    Witch
    To Defeat:
    Combat 12
    When you encounter Faxon, each character recharges all cards that have the Healing trait.
    While you act, before any character plays a card, that character recharges a card.
    "Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

    Location #2: Eagle Rock
    At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    When Closing: Summon and defeat this adventure's servitor demon.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Kess/Gimry, Shardra/AbrahamZ., None
    Eagle Rock Card 1:
    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.
    Eagle Rock Card 2:
    Rasping Rift Portal
    WotR
    Barrier 6
    Traits:
    Obstacle
    Magic
    Arcane
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Divine 18
    If undefeated, you are dealt 1d6+1 Force damage, then 1d6+1 Mental damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn.
    After you act, move to a random other location.
    Eagle Rock Card 3:
    Eliandra
    WotR
    Ally 6
    Traits:
    Celestial
    Cleric
    To Acquire:
    Charisma
    Divine 16
    Bury this card to redeem a card that has the Corrupted trait.
    During any character's move step, you may give this card to any character.
    Display this card to explore your location. At the end of your turn, you may choose any number as your hand size, then bury this card.
    Eagle Rock Card 4:
    Slimy Fiend
    WotR
    Monster 5
    Traits:
    Outsider
    Fiend
    To Defeat:
    Combat 22
    The Slimy Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 17 check or you may not play spells that have the Attack trait.
    After you act, if the check to defeat did not have the Attack or Ranged trait, the Slimy Fiend deald 1d4+1 Acid damage to you.
    These froglike fiends are deployed as shock troops or tasked with guarding slaves_
    Eagle Rock Card 5:
    Abyssal Army
    WotR
    Henchman 6
    Type: Barrier
    Traits:
    Army
    Skirmish
    Demon
    Undead
    Mythic
    To Defeat:
    Combat
    Combat 40
    OR Arcane
    Knowledge
    Divine
    Acrobatics 23
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.
    Eagle Rock Card 6:
    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.
    Eagle Rock Card 7:
    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.

    Location #3: Molten Pool
    Closed
    At This Location: At the start of your turn, you are dealt 1 Fire damage.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Cavern
    At This Location: If you move or are moved from this location, move to a random other location.
    When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, move to a random open location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Cavern Card 1:
    Flensing Walls
    WotR
    Barrier 6
    Traits:
    Obstacle
    Magic
    To Defeat:
    Arcane
    Divine 20
    OR Disable 17
    Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
    If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.
    Cavern Card 2:
    Abyssal Army
    WotR
    Henchman 6
    Type: Barrier
    Traits:
    Army
    Skirmish
    Demon
    Undead
    Mythic
    To Defeat:
    Combat
    Combat 40
    OR Arcane
    Knowledge
    Divine
    Acrobatics 23
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.
    Cavern Card 3:
    Mace of Smiting
    WotR
    Weapon 6
    Traits:
    Mace
    Melee
    Bludgeoning
    Magic
    To Acquire:
    Strength
    Melee 13
    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. If the bane has the Construct or Outsider trait, add another 2d8. Ignore any effects on a monster that increase the difficulty of this check.
    Cavern Card 4:
    Worm Demon
    WotR
    Monster B
    Traits:
    Outsider
    Undead
    Demon
    To Defeat:
    Combat 10
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.
    Worn demons inhabit and control the corpses of dead humanoids_
    Cavern Card 5:
    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.
    Cavern Card 6:
    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.
    Cavern Card 7:
    Immortal Ichor
    WotR
    Monster 6
    Traits:
    Ooze
    Mythic
    To Defeat:
    Combat 27
    The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
    While you act, a random other character at your location may not play cards or use powers during the encounter.
    This intelligent mass of blood coagulated from the corpse of an evil entity_
    Cavern Card 8:
    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.
    Cavern Card 9:
    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.
    Cavern Card 10:
    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.

    Location #5: Abyssal River
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #6: Canyon
    Closed
    At This Location: At the end of your turn, shuffle each location deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Cogsnap/tcolmaster01, None

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