[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.)


2,151 to 2,200 of 3,242 << first < prev | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | next > last >>

========================
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.

    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.

    Strength(Divine) 5: 1d10 ⇒ 2

    Roll Details:

    Strength die - 1d10

    Recharge Topaz of Strength to use Strength Die

    Discard Bulwinkle to explore again (1d8 to Combat/Survival)

    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.

    Intelligence 18: 1d6 + 1d20 ⇒ (6) + (15) = 21

    Roll Details:

    Intelligence - 1d6
    Councilor's Ring - 1d20

    Random Location: 1d2 ⇒ 2 -> Cavern

    "

    Kess wrote:

    Hand: Crocodile Skin Madu, Iron Knuckles, Amulet of Furious Fists, Smokey (Bear), Blessing of Gozreh,

    Displayed: Bearskin Armor,
    Deck: 10 Discard: 4 Buried: 1
    Current Location: Cavern
    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, Shaman, Gecks (Fire Gecko), Thylacine, Sedja, Cloud Puff, Magic Chain Mail
    Recharged: Blessing of the Green Faith (2), Big Eyes (Wolf), Topaz of Strength,
    Discard Pile: Kaa (Reed Moccasin), Blessing of Gorum, Rapier of Puncturing, Bulwinkle (Moose),
    Buried Pile: Councilor's Ring,

    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

    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 1-4 remain
    Shardra - Eagle Rock 3-7 remain
    Molten Pool CLOSED
    Kess - Cavern 1-10 remain
    Abyssal River CLOSED
    Cogsnap - Canyon CLOSED"


  • Deck Handler

    It is the hour of Abraxas

    Move to: stay at Eagle Rock
    Location Power: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.

    Free exploration

    Eagle Rock Card 3 is 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.

    Divine 16, mythic: 1d10 + 7 + 4 ⇒ (3) + 7 + 4 = 14
    Spend 1 hero point (down to 8) to reroll
    Divine 16, mythic: 1d10 + 7 + 4 ⇒ (7) + 7 + 4 = 18

    Display Eliandra to explore

    Eagle Rock Card 4 is 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_

    BYA Divine 17, mythic: 1d10 + 7 + 4 ⇒ (5) + 7 + 4 = 16

    Reveal Flame Staff, discarding Cloudburst for staff's power
    Spend 1 mythic charge, down to 3
    Combat 22, mythic: 1d20 + 7 + 4 + 1d4 + 1d8 ⇒ (9) + 7 + 4 + (3) + (6) = 29

    Discard Wayfarer to explore

    Eagle Rock Card 5 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.

    Ask Kess for Gozreh
    Divine 23, mythic, wayfarer: 1d10 + 7 + 3 + 2d6 + 1d12 ⇒ (6) + 7 + 3 + (3, 5) + (10) = 34

    If anyone fails their check vs the Abyssal Army:

    * Everyone spends 1d4 mythic charges
    Shardra spends mythic charges: 1d4 ⇒ 2 Shardra is down to 1 mythic charge
    Abyssal Army is shuffled into random open location: 1d3 ⇒ 1
    * Abyssal Army is shuffled into Great Hall.

    If everyone makes their check vs the Abyssal Army:

    * Eagle Rock is closed
    * Shardra gains 1 mythic charge (up to 4)

    End of turn: choose hand size of 11 not sure if this is permanent for the scenario or just for this turn? then bury Eliandra.

    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

    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 1-4 remain
    Shardra - Eagle Rock 5-7 remain
    Molten Pool CLOSED
    Kess - Cavern 1-10 remain
    Abyssal River CLOSED
    Cogsnap - Canyon CLOSED"

    "

    Shardra wrote:

    Hand: Aqueous Orb, Ice Strike (Core), Sirocco, Reflecting Shield, Flame Staff, Chevalier, Cleric of Nethys, Blessing of Pulura, Blessing of Xoveron, Blessing of Qi Zhong, Kolo (WoTR),

    Displayed:
    Deck: 9 Discard: 4 Buried: 1
    Current Location: Eagle Rock
    Hero Points: 8
    Tshirt Reroll: Available
    Mythic Charges: 1 or 4, depending on results of Abyssal Army checks
    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): Crystal Ball, Blessing of Nethys 1, Divine Blaze, Blessing of Ascension, Vampire Bat, KHRAIGORR HALF-FACE, Blessing of Nethys 2
    Recharged: Major Cure, Wand of Flying,
    Discard Pile: Transmogrify, Form of the Dragon, Cloudburst, Wayfarer,
    Buried Pile: Eliandra,

    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

    "


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

    -Spend 1 Mythic Charge for Int: Knowledge +5
    -The Carnival

    Knowledge 23: 2d10 + 9 ⇒ (6, 5) + 9 = 20
    Knowledge 23 Hero Point: 2d10 + 9 ⇒ (5, 8) + 9 = 22 Flip the 5 to 6 with The Carnival for 23

    "

    Cogsnap wrote:

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

    Displayed:
    Deck: 13 Discard: 3 Buried: 0
    Hero Points: 4
    Mythic Charges:1

    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), The Carnival,
    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 + 1d6 + 4 ⇒ (3) + 4 + 2 + 6 + (4) + 4 = 23

    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): Blessing of Pharasma, Wand of Enervation (Core), Acadamae Scholar (Hanneman), Frost Ray, Good Omen (Core), Lightning Bolt (Core), Fireball Beads, Chalice of Ozem, Nightspear (Thorn)
    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


    Combat 40: 1d10 + 7 + 1d12 + 2d6 + 1d4 + 0 + 1d4 + 2d4 + 1d10 + 6 + 1d6 ⇒ (1) + 7 + (2) + (1, 5) + (4) + 0 + (1) + (2, 1) + (9) + 6 + (1) = 40

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Amulet of Furious Fists - 2d6
    Brawlers Aid - 1d4+0
    Crocodile Skin Madu - 1d4
    Smokey (Bear) - 2d4
    Blessed - 1d10
    Mythic Marshall (Str) - 6
    Righteous Medal of Valor: Strength - 1d6

    Use Someones blessing


    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: 14, Seoni/TheChu

    Random Cards:

    Monsters
    Spoiler:
    Apocalypse Locust
    WotR
    Monster 6
    Traits:
    Outsider
    Vermin
    Mythic
    To Defeat:
    Combat 24
    OR Wisdom
    Divine 18
    The Apocalypse Locust is immune to the Electricity and Poison traits. All damage deal by the Apocalypse Locust is Poison damage. You may not ignore the Corrupted trait on cards during this encounter.
    Before you act, each other character at your location summons and encounters an Apocalypse Locust.
    A tortured human soul was fused into this form… so it could torture others_

    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:
    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:
    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_

    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:
    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.

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

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

    Spoiler:
    Greed
    WotR
    Barrier 4
    Traits:
    Temptation
    To Defeat:
    None 0
    Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Weapons
    Spoiler:
    Planar Crossbow +2
    WotR
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

    Spoiler:
    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:
    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:
    Holy Glaive of Speed
    WotR
    Weapon 5
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+2. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 2d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may put this card on top of your deck to reroll the dice; take the new result.

    Spoiler:
    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.

    Spells
    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.

    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:
    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:
    Meteor Swarm
    WotR
    Spell 6
    Traits:
    Magic
    Arcane
    Attack
    Bludgeoning
    To Acquire:
    Intelligence
    Arcane 15
    For your combat check, discard this card to use your Arcane skill + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll the dice; take the new result.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 17 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:
    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:
    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:
    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.

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

    Items
    Spoiler:
    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.

    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:
    Climber's Gloves
    WotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Survival 12
    OR Constitution
    Fortitude 10
    Recharge this card to automatically succeed at a check to move, or to ignore an effect that would move you.
    After you shuffle a location deck, reveal this card to examine its top card.

    Spoiler:
    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:
    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.

    Allies
    Spoiler:
    Thylacine
    WotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 10
    Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
    Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.

    Spoiler:
    Runelord Alderpash
    WotR
    Ally 5
    Traits:
    Undead
    Lich
    Evoker
    To Acquire:
    None 0
    Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
    Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
    Banish this card and discard your hand to permanently close your location, then end your turn.

    Spoiler:
    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:
    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:
    Waxberry
    WotR
    Ally 5
    Traits:
    Halfling
    Cleric
    To Acquire:
    None 0
    To acquire this card, summon and defeat the henchman Stringy Fiend.
    Bury this card and choose a character at your location to shuffle 1d4+2 random cards from his discard pile into his deck.
    Discard this card to explore your location. If the top card of the blessings discard pile has the Iomedae trait, you may recharge this card instead of discarding it.

    Blessings
    Spoiler:
    Blessing of 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 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 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 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.

    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: 16

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 1 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 2 Kess/Gimry:
    Spoiler:
    Hourglass Card 2 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 3 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 3 Shardra/AbrahamZ.
    Blessing of Sifkesh
    WotR
    Blessing 5
    Traits:
    Divine
    Sifkesh
    Corrupted
    To Acquire:
    Bury any card 0
    OR Divine 5
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Corrupted trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
    Hourglass Card 4 Seoni/TheChu:
    Spoiler:
    Hourglass Card 4 Seoni/TheChu
    Blessing of 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 5 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 5 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 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 Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 8 Seoni/TheChu:
    Spoiler:
    Hourglass Card 8 Seoni/TheChu
    Blessing of 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 9 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 9 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 10 Kess/Gimry:
    Spoiler:
    Hourglass Card 10 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 11 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 11 Shardra/AbrahamZ.
    Blessing of 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 12 Seoni/TheChu:
    Spoiler:
    Hourglass Card 12 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 13 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 13 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 14 Kess/Gimry:
    Spoiler:
    Hourglass Card 14 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 15 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 15 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 16 Seoni/TheChu:
    Spoiler:
    Hourglass Card 16 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    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
    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 #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: Kess/Gimry, 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


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

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

    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.

    Auto-acquire, discarding Blessing of Sivanah to explore again

    Demon Eater:
    WotR
    Monster 3
    Traits:
    Outsider
    To Defeat:
    Combat 21
    Armors may not be played during this encounter.
    If undefeated, bury 1d4+1 random cards from your discard pile.
    Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

    Combat 21: 1d12 + 4 + 2 + 6 + 1d6 + 4 + 2d6 ⇒ (12) + 4 + 2 + 6 + (5) + 4 + (5, 1) = 39

    Roll Details:

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

    Random heal from Vampiric Touch: Disintegrate

    Seoni wrote:

    Hand: Death's Touch (Core), Good Omen (Core), Poison Blast (Core), Gem of Mental Acuity (Core), Abyssal Traveler's Kit, Count Jeggare,

    Displayed: Magic Leather Armor (Core),
    Deck: 10 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
    * Good Omen - Add 1d6+# to any check to acquire, close, or guard
    * 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): Chalice of Ozem, Nightspear (Thorn), Wand of Enervation (Core), Fireball Beads, Blessing of Pharasma, Disintegrate (Core), Lightning Bolt (Core), Frost Ray, Acadamae Scholar (Hanneman)
    Recharged: Vampiric Touch,
    Discard Pile: Blessing of Shelyn, The Foreign Trader, Blessing of Abadar, Acadamae Student (Peri), Demon Hunter, Dire Griffon, Blessing of Sivanah,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    - For your power feat, you may check any 1 of the traits below. That trait applies in any power that uses the word ""mastered.""
    ☐ Acid ☐ Cold ☑ Electricity ☑ Fire
    ☑ You may add 1 mastered trait to your check.
    - Before your combat check, you may discard a card to draw an Arcane (□ or Magic) or mastered card from your discards or recovery pile.
    - On your check to recharge an Attack or mastered spell (☑ or item), you may automatically succeed.
    - When you acquire a card that has a mastered trait or an ally (☑ or a spell) you may draw a card.
    - ☑ Add 4 to your check that has a mastered trait.
    - Reduce damage of a mastered type you suffer by 2 (□ 4).
    - Mythic Archmage:
    Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
    - Knights of Kenabres: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks:
    Righteous Medal of Command: Charisma
    Righteous Medal of Clarity: Intelligence
    Righteous Medal of Spirit: Wisdom

    End of Turn Summary:
    - Acquired Card 1 of Great Hall (Abyssal Traveler's Kit)
    - Defeated Card 2 (Demon Eater)
    - Discarded Blessing of Sivanah
    - Recharged Vampiric Touch
    - Randomly healed Disinegrate

    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 3-4 remain
    Shardra - Eagle Rock 5-7 remain
    Molten Pool CLOSED
    Kess - Cavern 1-10 remain
    Abyssal River CLOSED
    Cogsnap - Canyon CLOSED


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

    Out of Turn Updates: None

    Turn - Hour: Blessing of Shax
    Hour Rules: None
    SOT: Elixir of Healing: 1d4 + 1 ⇒ (3) + 1 = 4 Heals entire Hand
    Give Card: None
    Move: Great Hall
    Location Powers: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
    Explore: Mirror Image
    Cannot fail Arcane 6 with d10+5

    Cogsnap ends their turn.

    Cogsnap attempts to recover all cards in their Recovery pile.
    Cannot fail to recover Craft 6
    Cogsnap resets their hand.

    [u]Summary[/u]
    Acquired: Mirror Image
    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: Nahyndrian Elixer, Planar Crossbow +2, Blackfingers, Potion of Focus, Mirror Image, Anesthetizing SLime, Bottled Lightning,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Hero Points: 4
    Mythic Charges:1

    Deck, Discard, Buried:

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

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

    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: 16, Kess/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Toad Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

    Spoiler:
    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:
    Dominion Scientist
    WotR
    Monster 3
    Traits:
    Aberration
    Sorcerer
    To Defeat:
    Combat 21
    OR Knowledge 15
    Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
    These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_

    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.

    Barriers
    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:
    Greed
    WotR
    Barrier 4
    Traits:
    Temptation
    To Defeat:
    None 0
    Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

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

    Spoiler:
    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.

    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:
    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:
    Holy Glaive of Speed
    WotR
    Weapon 5
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+2. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 2d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may put this card on top of your deck to reroll the dice; take the new result.

    Spoiler:
    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:
    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.

    Spells
    Spoiler:
    Hellmouth Lash
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    Spoiler:
    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.

    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:
    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.

    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.

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

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

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

    Items
    Spoiler:
    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:
    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:
    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:
    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.

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

    Allies
    Spoiler:
    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:
    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:
    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.

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

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

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

    Hours Remaining: 14

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Shardra/AbrahamZ.
    Blessing of Sifkesh
    WotR
    Blessing 5
    Traits:
    Divine
    Sifkesh
    Corrupted
    To Acquire:
    Bury any card 0
    OR Divine 5
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Corrupted trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
    Hourglass Card 2 Seoni/TheChu:
    Spoiler:
    Hourglass Card 2 Seoni/TheChu
    Blessing of 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 3 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 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 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 Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Kess/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 9 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Shardra/AbrahamZ.
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 10 Seoni/TheChu:
    Spoiler:
    Hourglass Card 10 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 11 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 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 12 Kess/Gimry:
    Spoiler:
    Hourglass Card 12 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 13 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 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 14 Seoni/TheChu:
    Spoiler:
    Hourglass Card 14 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Location #1: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/TheChu, Cogsnap/tcolmaster01, None

    Great Hall Card 1:
    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
    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 #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: Kess/Gimry, 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: None


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

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

    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.

    This aint happening! Bury Armor to reduce damage to 0

    "

    Kess wrote:

    Hand: Cloud Puff, Amulet of Furious Fists, Sedja, Thylacine, Blessing of the Green Faith,

    Displayed: Magic Chain Mail,
    Deck: 7 Discard: 6 Buried: 2
    Current Location: Cavern
    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): Gecks (Fire Gecko), Shaman
    Recharged: Blessing of the Green Faith (2), Big Eyes (Wolf), Topaz of Strength, Iron Knuckles, Crocodile Skin Madu,
    Discard Pile: Kaa (Reed Moccasin), Blessing of Gorum, Rapier of Puncturing, Bulwinkle (Moose), Blessing of Gozreh, Smokey (Bear),
    Buried Pile: Councilor's Ring, 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

    "

    "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 remain
    Shardra - Eagle Rock CLOSED
    Molten Pool CLOSED
    Kess - Cavern 1-10 remain // Displayed: Flensing Walls (Must Encounter first)
    Abyssal River CLOSED
    Cogsnap - Canyon CLOSED"


  • Deck Handler

    It is the hour of Sifkesh

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

    Free exploration, must encounter already displayed Flensing Walls

    Cavern Card 1 is 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.

    Knowledge 17, mythic, Kolo: 1d10 + 6 + 4 + 3 ⇒ (3) + 6 + 4 + 3 = 16
    Shardra power: recharge Sirocco to reroll
    Knowledge 17, mythic, Kolo: 1d10 + 6 + 4 + 3 ⇒ (6) + 6 + 4 + 3 = 19

    Shardra power: examine top 2 cards of any location: Cavern 2 & 3 are: Abyssal Army (closing henchman) and Mace of Smiting (weapon 6)

    Pausing for discussion

    "

    Shardra wrote:

    Hand: Aqueous Orb, Ice Strike (Core), Reflecting Shield, Flame Staff, Chevalier, Cleric of Nethys, Blessing of Pulura, Blessing of Xoveron, Blessing of Qi Zhong, Kolo (WoTR),

    Displayed:
    Deck: 10 Discard: 4 Buried: 1
    Current Location: Cavern
    Hero Points: 8
    Tshirt Reroll: Available
    Mythic Charges: 4
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

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

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Nethys 1, KHRAIGORR HALF-FACE, Blessing of Ascension, Vampire Bat, Blessing of Nethys 2, Divine Blaze, Crystal Ball
    Recharged: Major Cure, Wand of Flying, Sirocco,
    Discard Pile: Transmogrify, Form of the Dragon, Cloudburst, Wayfarer,
    Buried Pile: Eliandra,

    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

    "


    Deck Handler

    I'll be out for the rest of the day so I'm going to post this on the assumption that the group says to go for it. If anyone in Discord says not to then disregard the below...

    Continuing my turn...

    Discard Xoveron to explore (also discarding Chevalier due to the hour being Corrupted)

    Cavern Card 2 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.

    Discard Pulura to bless
    Divine 23 (but using Knowledge for my check), mythic, kolo: 2d10 + 6 + 4 + 3 ⇒ (5, 7) + 6 + 4 + 3 = 25

    Recharge Kolo for Kess' check (add 1d8+6)
    Discard Qi Zhong to bless Kess' check
    If Kess fails their check, recharge Ice Strike to allow a reroll

    That leaves two more blessings (Blackingers and Kess' BotGF) for Cogsnap and Seoni.

    If everyone makes their checks vs the Abyssal Army:

    * Cavern is closed
    * Shardra gains 1 mythic charge (up to 5)

    If anyone fails their check vs the Abyssal Army:

    * everyone loses 1d4 mythic charges
    Shardra loses: 1d4 ⇒ 1 Down to 3
    * search this henchman's location deck for boons and exchange them with random monsters from the box. Replace cards 3, 5, 9, 10 with Random Monsters 1-4
    * Shuffle this henchman into a random open location.
    Open location: 1d2 ⇒ 1 Great Hall


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

    Mythic Charge: Knowledge +5
    Blackfingers
    Potion of Focus
    Knowledge 23: 3d10 + 8 + 5 ⇒ (8, 9, 1) + 8 + 5 = 31

    Potion of Focus Craft 10: 1d10 + 5 ⇒ (1) + 5 = 6

    "

    Cogsnap wrote:

    Hand: Nahyndrian Elixer, Planar Crossbow +2, Mirror Image, Anesthetizing SLime, Bottled Lightning,

    Displayed:
    Deck: 16 Discard: 2 Buried: 0
    Hero Points: 4
    Mythic Charges:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Nethys (Core), Blast Stone, Pure Holy Water, Blessing of Norgorber, The Carnival, Elixir of Focus, Slick Leather, Acidic Bolas, Acid Flask (Core), Flame Cannon, Clockwork Servant (Core), Talisman of True Faith, Clockwork Servant (Core) 2, Dragon's Breath (Core)
    Recharged: Elixir of Healing,
    Discard Pile: Blackfingers, Potion of Focus,
    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 + 1d6 + 4 ⇒ (4) + 4 + 2 + 6 + (3) + 4 = 23

    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), Good Omen (Core), Poison Blast (Core), Gem of Mental Acuity (Core), Abyssal Traveler's Kit, Count Jeggare,

    Displayed: Magic Leather Armor (Core),
    Deck: 10 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
    * Good Omen - Add 1d6+# to any check to acquire, close, or guard
    * 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): Chalice of Ozem, Lightning Bolt (Core), Wand of Enervation (Core), Acadamae Scholar (Hanneman), Nightspear (Thorn), Frost Ray, Blessing of Pharasma, Fireball Beads, Disintegrate (Core)
    Recharged: Vampiric Touch,
    Discard Pile: Blessing of Shelyn, The Foreign Trader, Blessing of Abadar, Acadamae Student (Peri), Demon Hunter, Dire Griffon, Blessing of Sivanah,
    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


    Combat 40: 1d10 + 7 + 1d20 + 1d20 + 4 + 1d6 ⇒ (2) + 7 + (17) + (4) + 4 + (6) = 40

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Blessed - 1d12
    Mythic Marshall (Str) - 4
    Righteous Medal of Valor: Strength - 1d6

    Burn a couple of Mythic charges, and bless the check


    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 the Inheritor
    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.

    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 Power: Servitor Demon

    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.

    Expending Mythic Charge from Monster Power (Attack Trait)

    Combat 35: 1d20 + 4 + 2 + 5 + 1d6 + 4 + 3d6 + 3 ⇒ (19) + 4 + 2 + 5 + (1) + 4 + (2, 3, 4) + 3 = 47

    Roll Details:

    Arcane: 1d12+4+2
    Miscellaneous: Mythic Charges: 5
    Miscellaneous: Count Jeggare: 1d6
    Adding/Existing Elemental Mastery Trait: 4
    Death's Touch (Core): 3d6+3
    Use Mythic Charge: 1d12-->1d20

    Reroll from Monster Power
    Combat 35: 1d20 + 4 + 2 + 5 + 1d6 + 4 + 3d6 + 3 ⇒ (19) + 4 + 2 + 5 + (2) + 4 + (3, 4, 4) + 3 = 50
    Earn back a Mythic Charge from defeating a Mythic monster

    Recharge 2 cards to use Poison Blast and Count Jeggare: Good Omen, Abyssal Traveler's Kit

    Combat 12: 1d12 + 4 + 2 + 5 + 1d6 + 4 + 2d12 ⇒ (12) + 4 + 2 + 5 + (2) + 4 + (10, 11) = 50

    Roll Details:

    Arcane: 1d12+4+2
    Miscellaneous: Mythic Charges: 5
    Miscellaneous: Count Jeggare: 1d6
    Adding/Existing Elemental Mastery Trait: 4
    Poison Blast (Core): 2d12

    We win!


    DEVLOPMENT
    After your victory over the fearsome Gashgelag, Khraigorr has welcomed you as honorary Hornbreakers. This is a tremendous honor, and you long to stay with the barbarians and reclaim the steppes. However, you are confident the mammoth riders can take command of their own lands. You have battles ahead farther into the Worldwound. Undarin, Areelu Vorlesh’s fortress, is over the Riftshadow.

    While your champions will follow you anywhere to win this war, there’s some dissent over whether you can survive a direct assault through the shadowstorms.

    Instead, you will head north to the town of Valahuv, which you visited some time ago. It’s one of the rare holdouts against the demon armies, though they may hold some grudge against you for destroying their false god. With luck, you’ll be able to resupply your forces and gain the knowledge you need to break into Areelu’s stronghold.

    REWARD
    Each character chooses armor or weapon, then draws a boon of that type that has an adventure deck number of 5 or 6 from the game box.

    Each character gains a medal on the troop Champions of Mendev.
    (Note the medal on your Chronicle sheet instead of checking it off on the troop card.)

    Dire Griffon (Ally 6)
    Eliandra (Ally 6)
    Demon Hunter (Ally B)
    Chevalier (Ally 6)
    Blessing of Shelyn (Blessing B)
    Blessing of Ascension (Blessing B)
    Nahyndrian Elixer (Item 2)
    Abyssal Traveler's Kit (Item B)
    Pure Holy Water (Item 3)
    Mirror Image (Spell B)
    Form of the Dragon (Spell 6)
    Planar Crossbow +2 (Weapon 5)
    Rapier of Puncturing (Weapon 5)


    1-6B: PATHFINDER SOCIETY, UNITE!
    Fresh off your victory over the demon Gashgelag, after fighting alongside the Hornbreaker mammoth riders, you seek more allies to unmoor the demons’ grip on the land. So you have returned to Valahuv, where you and Count Varian Jeggare’s allies freed the citizens from the grip of their false god, Ommors. You didn’t know what your welcome would be like here, but all is well. The Valahuvians, under the leadership of God Caller Balemoon, are happy to resupply your army in hopes that they will have a free Worldwound soon.

    God Caller Balemoon has further good news for you. The Pathfinder Society is amassing to reclaim a sky citadel in the Frostmire Mountains. Bands of heroes from across Golarion have gathered for the assault, readying their spells and sharpening their blades for their next adventure. Looming over the Wounded Lands, the citadel is a powerful beacon for the remaining citizens of the Worldwound. If it can be reclaimed, the demonic grip on the people’s hearts and minds will be broken.

    There is no guarantee that the Pathfinder Society will succeed in their goal. The dwarven cultists of Shivaska and their demon ally Yealek-Vor have an iron grasp on the citadel of Jormurdun. If a powerful band of heroes joined in their cause, they would stand a much greater chance.

    Leaving your army behind is a very difficult choice. Teleporting into a floating citadel controlled by demons is also not terribly smart. But if you win, you will marshal the Pathfinders to your cause and clear the skies of the Worldwound.

    To Jormurdun you go!


    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: Ollysta Zadrian

    Ollysta Zadrian:

    Cohort
    Traits: Human Paladin
    Put this card on top of your deck to shuffle any location deck, then examine its top card. Reveal this card to draw the bottom card of your deck, then recharge this card. Recharge this card to move. Ignore any movement restrictions.

    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

    When you encounter a card that has the Cultist or Demon trait,
    recharge your hand, then draw 1 fewer card than the number you
    recharged.
    If you fail to defeat a card that has the Cultist or Demon trait,
    shuffle the top card of the blessings deck into your location deck.

    Scenario Level (#): 6

    Turn: 0, Shardra/AbrahamZ.

    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:
    Will-O'-Wisp
    WotR
    Monster 3
    Traits:
    Aberration
    To Defeat:
    Combat 16
    OR Wisdom 14
    All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
    Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
    These maletic aberrations feed on the fear of terrified travelers_

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

    Spoiler:
    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.

    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:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

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

    Weapons
    Spoiler:
    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:
    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:
    Holy Glaive of Speed
    WotR
    Weapon 5
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+2. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 2d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may put this card on top of your deck to reroll the dice; take the new result.

    Spoiler:
    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:
    Skirmishing Spear
    WotR
    Weapon 3
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran
    To Acquire:
    Dexterity
    Ranged 15
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
    If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

    Spells
    Spoiler:
    Fire Shield
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
    At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.

    Spoiler:
    Elemental Bombardment
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Spoiler:
    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:
    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.

    Spoiler:
    Breath of Life
    WotR
    Spell 5
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 13
    Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into her deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.
    After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.

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

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

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

    Spoiler:
    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.

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

    Spoiler:
    Iron Shackles
    WotR
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Dexterity
    Disable 13
    Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
    Recharge this card when a character at your location would be moved; that character does not move.

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

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

    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.

    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:
    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:
    Runelord Alderpash
    WotR
    Ally 5
    Traits:
    Undead
    Lich
    Evoker
    To Acquire:
    None 0
    Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
    Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
    Banish this card and discard your hand to permanently close your location, then end your turn.

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

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

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

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

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

    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.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/TheChu:
    Spoiler:
    Hourglass Card 1 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 2 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 2 Cogsnap/tcolmaster01
    Blessing of Sifkesh
    WotR
    Blessing 5
    Traits:
    Divine
    Sifkesh
    Corrupted
    To Acquire:
    Bury any card 0
    OR Divine 5
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Corrupted trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
    Hourglass Card 3 Kess/Gimry:
    Spoiler:
    Hourglass Card 3 Kess/Gimry
    Blessing of 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 4 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 4 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 5 Seoni/TheChu:
    Spoiler:
    Hourglass Card 5 Seoni/TheChu
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 6 Cogsnap/tcolmaster01
    Blessing of 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 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 Seoni/TheChu:
    Spoiler:
    Hourglass Card 9 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 10 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 10 Cogsnap/tcolmaster01
    Blessing of the 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 Kess/Gimry:
    Spoiler:
    Hourglass Card 11 Kess/Gimry
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 12 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 13 Seoni/TheChu:
    Spoiler:
    Hourglass Card 13 Seoni/TheChu
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 14 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 15 Kess/Gimry:
    Spoiler:
    Hourglass Card 15 Kess/Gimry
    Blessing of 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 16 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 16 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 17 Seoni/TheChu:
    Spoiler:
    Hourglass Card 17 Seoni/TheChu
    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 18 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 18 Cogsnap/tcolmaster01
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 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 21 Seoni/TheChu:
    Spoiler:
    Hourglass Card 21 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 22 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 22 Cogsnap/tcolmaster01
    Blessing of 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 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 24 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 24 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 25 Seoni/TheChu:
    Spoiler:
    Hourglass Card 25 Seoni/TheChu
    Blessing of 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 26 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 26 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 27 Kess/Gimry:
    Spoiler:
    Hourglass Card 27 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 28 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 28 Shardra/AbrahamZ.
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 29 Seoni/TheChu:
    Spoiler:
    Hourglass Card 29 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 30 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 30 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.

    Location #1: 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 #2: Corruption Forge
    At This Location: When you play a card that has the Corrupted trait, bury it.
    When Closing: Succeed at a Consitution or Craft 7 check.
    When Permanently Closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand.
    M: 3 Ba: 1 W: 3 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #3: 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 #4: Sanctum
    Abyssal
    At This Location: When you move, bury a card.
    When Closing: Banish a card that has the Corrupted trait.
    When Permanently Closed: On closing, you may bury a card to move.
    M: 3 Ba: 1 W: 2 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Abattoir
    At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
    When Closing: Summon and defeat the henchman Brimorak.
    When Permanently Closed: On closing, recharge a random weapon from your discard pile.
    M: 4 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #6: 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


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

    Starting Location: Corruption Forge

    "

    Cogsnap wrote:

    Hand: Talisman of True Faith, Blessing of Nethys (Core), Clockwork Servant (Core) 2, Dragon's Breath (Core), The Carnival, Elixir of Focus, Acid Flask (Core),

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 4
    Mythic Charges:6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Elixir of Healing, Potion of Focus, Acidic Bolas, Bottled Lightning, Flame Cannon, Bottled Lightning, Blessing of Norgorber, Clockwork Servant (Core), Crystalline Carnivore, Slick Leather, Anesthetizing SLime, Blackfingers, Blast Stone
    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.
    Champion of Mendev Int: KNW +5

    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: Abattoir (but will move to Molten Pool on my turn).

    "

    Shardra wrote:

    Hand: Aqueous Orb, Summon Hellhounds, Ice Strike (Core), Cleric of Nethys, Blessing of Qi Zhong, Blessing of Nethys 2, Blessing of Xoveron, Kolo (WoTR),

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Abattoir
    Hero Points: 8
    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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Transmogrify, Blessing of Pulura, Vampire Bat, Divine Blaze, Crystal Ball, Stole of the Inheritor, Major Cure, Blessing of Nethys 1, Wayfarer, Wand of Flying, Cloudburst, Flame Staff, Sirocco
    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. ([X] 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: Lightning Bolt (Core), Chalice of Ozem, Gem of Mental Acuity (Core), Fireball Beads, Nightspear (Thorn), Blessing of Sivanah, Count Jeggare,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Molten Pool
    Hero Points: 6
    Mythic Charges: 6
    NOTES:
    Available Support: Saving for myself - None
    * Nightspear - At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
    * Chalice of Ozem - Display next to local character to give that character 1d6 to all checks, recharged at EoT
    * 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 Cavern 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): Blessing of Abadar, Vampiric Touch, Meteor Swarm (Core), The Foreign Trader, Magic Leather Armor (Core), Acadamae Scholar (Hanneman), Death's Touch (Core), Disintegrate (Core), Korvosan House Drake (Lockheed), Good Omen (Core), Acadamae Student (Peri), Wand of Enervation (Core), Poison Blast (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
    - 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 Command: Arcane: Charisma +5


    Start at the Cavern

    "

    Kess wrote:

    Hand: Amulet of Furious Fists, Cloud Puff, Iron Knuckles, Kaa (Reed Moccasin), Smokey (Bear), Big Eyes (Wolf), Blessing of Gozreh,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Cavern
    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 1-6B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gorum, Bulwinkle (Moose), Thylacine, Topaz of Strength, Sedja, Shaman, Blessing of the Green Faith (2), Magic Chain Mail, Councilor's Ring, Bearskin Armor, Ursine Rageskin, Gecks (Fire Gecko), Blessing of the Green Faith, Crocodile Skin Madu
    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: Ollysta Zadrian

    Ollysta Zadrian:

    Cohort
    Traits: Human Paladin
    Put this card on top of your deck to shuffle any location deck, then examine its top card. Reveal this card to draw the bottom card of your deck, then recharge this card. Recharge this card to move. Ignore any movement restrictions.

    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

    When you encounter a card that has the Cultist or Demon trait,
    recharge your hand, then draw 1 fewer card than the number you
    recharged.
    If you fail to defeat a card that has the Cultist or Demon trait,
    shuffle the top card of the blessings deck into your location deck.

    Scenario Level (#): 6

    Turn: 1, Seoni/TheChu

    Random Cards:

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

    Spoiler:
    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:
    Will-O'-Wisp
    WotR
    Monster 3
    Traits:
    Aberration
    To Defeat:
    Combat 16
    OR Wisdom 14
    All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
    Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
    These maletic aberrations feed on the fear of terrified travelers_

    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:
    Xenarth
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 24
    The Xenarth is immune to the Electricity and Poison traits.
    Before you act, the Xenarth deals 2 Acid damage to each character at your location.
    If undefeated, the Xenarth deals 2 Poison damage to you.
    If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
    Deadlier than any shark, these rare mutations are infused with demon ichor_

    Barriers
    Spoiler:
    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:
    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:
    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:
    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:
    Groaning Gate
    WotR
    Barrier 5
    Traits:
    Obstacle
    Magic
    Mythic
    To Defeat:
    Knowledge
    Arcane
    Divine 19
    OR Disable 16
    If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
    If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

    Weapons
    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:
    Scizore +3
    WotR
    Weapon 4
    Traits:
    Scizore
    Shield
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and you are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.

    Spoiler:
    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:
    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:
    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:
    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:
    Meteor Swarm
    WotR
    Spell 6
    Traits:
    Magic
    Arcane
    Attack
    Bludgeoning
    To Acquire:
    Intelligence
    Arcane 15
    For your combat check, discard this card to use your Arcane skill + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll the dice; take the new result.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 17 check to recharge this card instead of discarding it.

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

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

    Armors
    Spoiler:
    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:
    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:
    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:
    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:
    Pauldrons of Unflinching Fortitude
    WotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    Mythic
    To Acquire:
    Constitution
    Fortitude 13
    Recharge this card to add your number of mythic charges to your non-combat Dexterity, Wisdom, Constitution, or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Tome of Physical Might
    WotR
    Item 4
    Traits:
    Book
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    Remove this card from the game to gain a Strength, Dexterity, or Constitution skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.

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

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

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

    Spoiler:
    Lann
    WotR
    Ally 1
    Traits:
    Mongrel
    Guard
    Veteran
    To Acquire:
    Charisma
    Diplomacy 0
    The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
    For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
    Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.

    Spoiler:
    Runelord Alderpash
    WotR
    Ally 5
    Traits:
    Undead
    Lich
    Evoker
    To Acquire:
    None 0
    Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
    Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
    Banish this card and discard your hand to permanently close your location, then end your turn.

    Spoiler:
    Thylacine
    WotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 10
    Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
    Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.

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

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

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

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

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Cogsnap/tcolmaster01
    Blessing of Sifkesh
    WotR
    Blessing 5
    Traits:
    Divine
    Sifkesh
    Corrupted
    To Acquire:
    Bury any card 0
    OR Divine 5
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Corrupted trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
    Hourglass Card 2 Kess/Gimry:
    Spoiler:
    Hourglass Card 2 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 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 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 5 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 5 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 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 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 8 Seoni/TheChu:
    Spoiler:
    Hourglass Card 8 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 9 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 9 Cogsnap/tcolmaster01
    Blessing of the 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 10 Kess/Gimry:
    Spoiler:
    Hourglass Card 10 Kess/Gimry
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 11 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 12 Seoni/TheChu:
    Spoiler:
    Hourglass Card 12 Seoni/TheChu
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 13 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 14 Kess/Gimry:
    Spoiler:
    Hourglass Card 14 Kess/Gimry
    Blessing of 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 15 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 15 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 16 Seoni/TheChu:
    Spoiler:
    Hourglass Card 16 Seoni/TheChu
    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 17 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 17 Cogsnap/tcolmaster01
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 18 Kess/Gimry:
    Spoiler:
    Hourglass Card 18 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 19 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 19 Shardra/AbrahamZ.
    Blessing of 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 20 Seoni/TheChu:
    Spoiler:
    Hourglass Card 20 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 21 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 21 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 22 Kess/Gimry:
    Spoiler:
    Hourglass Card 22 Kess/Gimry
    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 23 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 23 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 24 Seoni/TheChu:
    Spoiler:
    Hourglass Card 24 Seoni/TheChu
    Blessing of 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 25 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 25 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 26 Kess/Gimry:
    Spoiler:
    Hourglass Card 26 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 27 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 27 Shardra/AbrahamZ.
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 28 Seoni/TheChu:
    Spoiler:
    Hourglass Card 28 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 29 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 29 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.

    Location #1: 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:
    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.
    Cavern Card 2:
    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.
    Cavern Card 3:
    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.
    Cavern Card 4:
    Upasunda
    WotR
    Monster 5
    Traits:
    Outsider
    Fiend
    Monk
    To Defeat:
    Combat 24
    The Upasunda is immune to the Poison trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
    The Upasanda's difficulty to defeat cannot be reduced. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 3.
    After you act, the Upasunda deals 1d6 Combat damage to you.
    Cavern Card 5:
    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.
    Cavern Card 6:
    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.
    Cavern Card 7:
    Magic Ray Fusillade
    WotR
    Barrier 5
    Traits:
    Trap
    Magic
    Arcane
    To Defeat:
    Arcane
    Acrobatics
    Stealth 18
    If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
    Cavern Card 8:
    Demonic Fly
    WotR
    Monster 1
    Traits:
    Vermin
    Demon
    To Defeat:
    Combat 13
    The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
    If defeated, each character at your location is dealt 1 Acid damage.
    If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
    Cavern Card 9:
    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.
    Cavern Card 10:
    Poison Spiked Pit Trap
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Location #2: Corruption Forge
    At This Location: When you play a card that has the Corrupted trait, bury it.
    When Closing: Succeed at a Consitution or Craft 7 check.
    When Permanently Closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand.
    M: 3 Ba: 1 W: 3 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Corruption Forge Card 1:
    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.
    Corruption Forge Card 2:
    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.
    Corruption Forge Card 3:
    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.
    Corruption Forge Card 4:
    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.
    Corruption Forge Card 5:
    Salamander
    WotR
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales_
    Corruption Forge Card 6:
    Duergar Cultists
    None
    Henchman 6
    Type: Barrier
    Traits:
    Cultist
    Dwarf
    Skirmish
    To Defeat:
    Combat 30
    Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
    You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
    If defeated, you may expend a mythic charge to immediately attempt to attempt to close the location this henchman came from.
    Corruption Forge Card 7:
    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.
    Corruption Forge Card 8:
    Death by Pleasure
    WotR
    Barrier 6
    Traits:
    Obstacle
    Magic
    Mental
    To Defeat:
    Charisma
    Diplomacy
    Disable 15
    Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
    If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.
    Corruption Forge Card 9:
    Boar Demon
    WotR
    Monster 6
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
    Choose another character at your location; that character summons and encounters this adventure's servitor demon.
    Corruption Forge Card 10:
    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.

    Location #3: 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:
    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.
    Great Hall Card 2:
    Elemental Bombardment
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.
    Great Hall Card 3:
    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.
    Great Hall Card 4:
    Yealek-Vor
    None
    Villain 6
    Type: Monster
    Traits:
    Cleric
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat
    Divine
    Wisdom 30
    THEN Combat 40
    Yealek-Vor is immune to the Electricity and Poison traits.
    Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
    If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.
    Great Hall Card 5:
    Swarmlord's Jar
    WotR
    Item 3
    Traits:
    Object
    Magic
    To Acquire:
    Arcane
    Divine
    Craft 9
    Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1.
    When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6.
    Great Hall 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.
    Great Hall Card 7:
    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.
    Great Hall Card 8:
    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.
    Great Hall Card 9:
    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 10:
    Traitor's Blade
    WotR
    Weapon 5
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 13
    If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
    When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.

    Location #4: Sanctum
    Abyssal
    At This Location: When you move, bury a card.
    When Closing: Banish a card that has the Corrupted trait.
    When Permanently Closed: On closing, you may bury a card to move.
    M: 3 Ba: 1 W: 2 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Sanctum Card 1:
    Dragon's Breath
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, you may discard this card to use your Arcane skill + 3d6 and the Acid, Cold, Electricity, Fire, or Poison trait.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 check to recharge this card instead of discaring it.
    Sanctum Card 2:
    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.
    Sanctum 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.
    Sanctum Card 4:
    Toad Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
    Sanctum Card 5:
    Duergar Cultists
    None
    Henchman 6
    Type: Barrier
    Traits:
    Cultist
    Dwarf
    Skirmish
    To Defeat:
    Combat 30
    Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
    You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
    If defeated, you may expend a mythic charge to immediately attempt to attempt to close the location this henchman came from.
    Sanctum Card 6:
    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.
    Sanctum Card 7:
    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.
    Sanctum Card 8:
    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.
    Sanctum Card 9:
    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_
    Sanctum Card 10:
    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.

    Location #5: Abattoir
    At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
    When Closing: Summon and defeat the henchman Brimorak.
    When Permanently Closed: On closing, recharge a random weapon from your discard pile.
    M: 4 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Abattoir 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.
    Abattoir Card 2:
    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.
    Abattoir Card 3:
    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_
    Abattoir Card 4:
    Duergar Cultists
    None
    Henchman 6
    Type: Barrier
    Traits:
    Cultist
    Dwarf
    Skirmish
    To Defeat:
    Combat 30
    Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
    You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
    If defeated, you may expend a mythic charge to immediately attempt to attempt to close the location this henchman came from.
    Abattoir Card 5:
    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.
    Abattoir Card 6:
    Insane Bythos
    WotR
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 26
    The Insane Bythos is immune to the Cold and Poison traits.
    Before you act, shuffle all characters' role cards and deal 1 to each character, who places it checked side up over the Powers section of her character card and uses checked powers from the new role card instead of her normal powers. If defeated, or at the end of the scenario, return the role cards to their owners.
    If undefeated, advance the blessings deck.
    Abattoir Card 7:
    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.
    Abattoir Card 8:
    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.
    Abattoir Card 9:
    Disrupting Warhammer
    WotR
    Weapon 5
    Traits:
    Hammer
    Melee
    Bludgeoning
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
    Abattoir Card 10:
    Arboreal Blight
    WotR
    Barrier B
    Traits:
    Skirmish
    Demon
    To Defeat:
    None 0
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

    Location #6: 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
    Molten Pool Card 1:
    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.
    Molten Pool Card 2:
    Duergar Cultists
    None
    Henchman 6
    Type: Barrier
    Traits:
    Cultist
    Dwarf
    Skirmish
    To Defeat:
    Combat 30
    Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
    You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
    If defeated, you may expend a mythic charge to immediately attempt to attempt to close the location this henchman came from.
    Molten Pool Card 3:
    Mandragora
    WotR
    Monster 1
    Traits:
    Plant
    To Defeat:
    Combat 11
    The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
    If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
    Mandragoras are mandrake roots that fed on corpses_
    Molten Pool Card 4:
    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.
    Molten Pool Card 5:
    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.
    Molten Pool Card 6:
    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.
    Molten Pool Card 7:
    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.
    Molten Pool 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.
    Molten Pool Card 9:
    Groaning Gate
    WotR
    Barrier 5
    Traits:
    Obstacle
    Magic
    Mythic
    To Defeat:
    Knowledge
    Arcane
    Divine 19
    OR Disable 16
    If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
    If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
    Molten Pool Card 10:
    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.


    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: Ollysta Zadrian

    Ollysta Zadrian:

    Cohort
    Traits: Human Paladin
    Put this card on top of your deck to shuffle any location deck, then examine its top card. Reveal this card to draw the bottom card of your deck, then recharge this card. Recharge this card to move. Ignore any movement restrictions.

    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

    When you encounter a card that has the Cultist or Demon trait,
    recharge your hand, then draw 1 fewer card than the number you
    recharged.
    If you fail to defeat a card that has the Cultist or Demon trait,
    shuffle the top card of the blessings deck into your location deck.

    Scenario Level (#): 6

    Turn: 1, Seoni/TheChu

    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:
    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_

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

    Spoiler:
    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:
    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.

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

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

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

    Spoiler:
    Gift of Shamira
    WotR
    Barrier 4
    Traits:
    Temptation
    Demon
    To Defeat:
    None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
    While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

    Weapons
    Spoiler:
    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:
    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:
    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:
    Rapier of Puncturing
    WotR
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.

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

    Spells
    Spoiler:
    Ghost Wolf
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 12
    Display this card next to any character card. While displayed, that character may recharge a card at the end of her turn to move; you may discard this card to add 1d8 to any combat check at that character's location.
    When you would discard this card for its power, if you do not have the Arcane skill, banish it instead; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discaring it.

    Spoiler:
    Fire Shield
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
    At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.

    Spoiler:
    Steal Mythic Power
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    When a character encounters a bane that has the Mythic trait, discard this card; that character gets a mythic charge.
    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 16 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:
    Protect
    WotR
    Spell 1
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Armors
    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:
    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:
    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.

    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:
    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:
    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:
    Tome of Physical Might
    WotR
    Item 4
    Traits:
    Book
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    Remove this card from the game to gain a Strength, Dexterity, or Constitution skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.

    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:
    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.

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Cogsnap/tcolmaster01
    Blessing of Sifkesh
    WotR
    Blessing 5
    Traits:
    Divine
    Sifkesh
    Corrupted
    To Acquire:
    Bury any card 0
    OR Divine 5
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Corrupted trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
    Hourglass Card 2 Kess/Gimry:
    Spoiler:
    Hourglass Card 2 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 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 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 5 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 5 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 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 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 8 Seoni/TheChu:
    Spoiler:
    Hourglass Card 8 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 9 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 9 Cogsnap/tcolmaster01
    Blessing of the 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 10 Kess/Gimry:
    Spoiler:
    Hourglass Card 10 Kess/Gimry
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 11 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 12 Seoni/TheChu:
    Spoiler:
    Hourglass Card 12 Seoni/TheChu
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 13 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 14 Kess/Gimry:
    Spoiler:
    Hourglass Card 14 Kess/Gimry
    Blessing of 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 15 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 15 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 16 Seoni/TheChu:
    Spoiler:
    Hourglass Card 16 Seoni/TheChu
    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 17 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 17 Cogsnap/tcolmaster01
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 18 Kess/Gimry:
    Spoiler:
    Hourglass Card 18 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 19 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 19 Shardra/AbrahamZ.
    Blessing of 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 20 Seoni/TheChu:
    Spoiler:
    Hourglass Card 20 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 21 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 21 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 22 Kess/Gimry:
    Spoiler:
    Hourglass Card 22 Kess/Gimry
    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 23 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 23 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 24 Seoni/TheChu:
    Spoiler:
    Hourglass Card 24 Seoni/TheChu
    Blessing of 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 25 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 25 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 26 Kess/Gimry:
    Spoiler:
    Hourglass Card 26 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 27 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 27 Shardra/AbrahamZ.
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 28 Seoni/TheChu:
    Spoiler:
    Hourglass Card 28 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 29 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 29 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.

    Location #1: 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: Kess/Gimry, None

    Cavern Card 1:
    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.
    Cavern Card 2:
    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.
    Cavern Card 3:
    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.
    Cavern Card 4:
    Upasunda
    WotR
    Monster 5
    Traits:
    Outsider
    Fiend
    Monk
    To Defeat:
    Combat 24
    The Upasunda is immune to the Poison trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
    The Upasanda's difficulty to defeat cannot be reduced. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 3.
    After you act, the Upasunda deals 1d6 Combat damage to you.
    Cavern Card 5:
    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.
    Cavern Card 6:
    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.
    Cavern Card 7:
    Magic Ray Fusillade
    WotR
    Barrier 5
    Traits:
    Trap
    Magic
    Arcane
    To Defeat:
    Arcane
    Acrobatics
    Stealth 18
    If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
    Cavern Card 8:
    Demonic Fly
    WotR
    Monster 1
    Traits:
    Vermin
    Demon
    To Defeat:
    Combat 13
    The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
    If defeated, each character at your location is dealt 1 Acid damage.
    If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
    Cavern Card 9:
    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.
    Cavern Card 10:
    Poison Spiked Pit Trap
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Location #2: Corruption Forge
    At This Location: When you play a card that has the Corrupted trait, bury it.
    When Closing: Succeed at a Consitution or Craft 7 check.
    When Permanently Closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand.
    M: 3 Ba: 1 W: 3 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/tcolmaster01, None
    Corruption Forge Card 1:
    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.
    Corruption Forge Card 2:
    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.
    Corruption Forge Card 3:
    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.
    Corruption Forge Card 4:
    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.
    Corruption Forge Card 5:
    Salamander
    WotR
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales_
    Corruption Forge Card 6:
    Duergar Cultists
    None
    Henchman 6
    Type: Barrier
    Traits:
    Cultist
    Dwarf
    Skirmish
    To Defeat:
    Combat 30
    Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
    You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
    If defeated, you may expend a mythic charge to immediately attempt to attempt to close the location this henchman came from.
    Corruption Forge Card 7:
    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.
    Corruption Forge Card 8:
    Death by Pleasure
    WotR
    Barrier 6
    Traits:
    Obstacle
    Magic
    Mental
    To Defeat:
    Charisma
    Diplomacy
    Disable 15
    Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
    If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.
    Corruption Forge Card 9:
    Boar Demon
    WotR
    Monster 6
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
    Choose another character at your location; that character summons and encounters this adventure's servitor demon.
    Corruption Forge Card 10:
    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.

    Location #3: 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:
    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.
    Great Hall Card 2:
    Elemental Bombardment
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.
    Great Hall Card 3:
    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.
    Great Hall Card 4:
    Yealek-Vor
    None
    Villain 6
    Type: Monster
    Traits:
    Cleric
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat
    Divine
    Wisdom 30
    THEN Combat 40
    Yealek-Vor is immune to the Electricity and Poison traits.
    Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
    If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.
    Great Hall Card 5:
    Swarmlord's Jar
    WotR
    Item 3
    Traits:
    Object
    Magic
    To Acquire:
    Arcane
    Divine
    Craft 9
    Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1.
    When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6.
    Great Hall 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.
    Great Hall Card 7:
    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.
    Great Hall Card 8:
    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.
    Great Hall Card 9:
    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 10:
    Traitor's Blade
    WotR
    Weapon 5
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 13
    If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
    When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.

    Location #4: Sanctum
    Abyssal
    At This Location: When you move, bury a card.
    When Closing: Banish a card that has the Corrupted trait.
    When Permanently Closed: On closing, you may bury a card to move.
    M: 3 Ba: 1 W: 2 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Sanctum Card 1:
    Dragon's Breath
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, you may discard this card to use your Arcane skill + 3d6 and the Acid, Cold, Electricity, Fire, or Poison trait.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 check to recharge this card instead of discaring it.
    Sanctum Card 2:
    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.
    Sanctum 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.
    Sanctum Card 4:
    Toad Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
    Sanctum Card 5:
    Duergar Cultists
    None
    Henchman 6
    Type: Barrier
    Traits:
    Cultist
    Dwarf
    Skirmish
    To Defeat:
    Combat 30
    Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
    You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
    If defeated, you may expend a mythic charge to immediately attempt to attempt to close the location this henchman came from.
    Sanctum Card 6:
    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.
    Sanctum Card 7:
    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.
    Sanctum Card 8:
    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.
    Sanctum Card 9:
    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_
    Sanctum Card 10:
    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.

    Location #5: Abattoir
    At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
    When Closing: Summon and defeat the henchman Brimorak.
    When Permanently Closed: On closing, recharge a random weapon from your discard pile.
    M: 4 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Shardra/AbrahamZ., None
    Abattoir 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.
    Abattoir Card 2:
    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.
    Abattoir Card 3:
    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_
    Abattoir Card 4:
    Duergar Cultists
    None
    Henchman 6
    Type: Barrier
    Traits:
    Cultist
    Dwarf
    Skirmish
    To Defeat:
    Combat 30
    Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
    You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
    If defeated, you may expend a mythic charge to immediately attempt to attempt to close the location this henchman came from.
    Abattoir Card 5:
    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.
    Abattoir Card 6:
    Insane Bythos
    WotR
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 26
    The Insane Bythos is immune to the Cold and Poison traits.
    Before you act, shuffle all characters' role cards and deal 1 to each character, who places it checked side up over the Powers section of her character card and uses checked powers from the new role card instead of her normal powers. If defeated, or at the end of the scenario, return the role cards to their owners.
    If undefeated, advance the blessings deck.
    Abattoir Card 7:
    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.
    Abattoir Card 8:
    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.
    Abattoir Card 9:
    Disrupting Warhammer
    WotR
    Weapon 5
    Traits:
    Hammer
    Melee
    Bludgeoning
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
    Abattoir Card 10:
    Arboreal Blight
    WotR
    Barrier B
    Traits:
    Skirmish
    Demon
    To Defeat:
    None 0
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

    Location #6: 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:
    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.
    Molten Pool Card 2:
    Duergar Cultists
    None
    Henchman 6
    Type: Barrier
    Traits:
    Cultist
    Dwarf
    Skirmish
    To Defeat:
    Combat 30
    Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
    You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
    If defeated, you may expend a mythic charge to immediately attempt to attempt to close the location this henchman came from.
    Molten Pool Card 3:
    Mandragora
    WotR
    Monster 1
    Traits:
    Plant
    To Defeat:
    Combat 11
    The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
    If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
    Mandragoras are mandrake roots that fed on corpses_
    Molten Pool Card 4:
    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.
    Molten Pool Card 5:
    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.
    Molten Pool Card 6:
    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.
    Molten Pool Card 7:
    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.
    Molten Pool 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.
    Molten Pool Card 9:
    Groaning Gate
    WotR
    Barrier 5
    Traits:
    Obstacle
    Magic
    Mythic
    To Defeat:
    Knowledge
    Arcane
    Divine 19
    OR Disable 16
    If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
    If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
    Molten Pool Card 10:
    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.


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

    ========================
    Seoni starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: 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: When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
    If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.

    SoT Fire Damage is negated by Seoni's Fire Mastery power
    Seoni explores the Molten Pool.

    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.

    Won't use resources on this, so auto-fail
    Discarding Nightspear to explore again, allowing first blessing I play to be shuffled if used

    Duergar Cultists:
    None
    Henchman 6
    Type: Barrier
    Traits:
    Cultist
    Dwarf
    Skirmish
    To Defeat:
    Combat 30
    Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
    You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
    If defeated, you may expend a mythic charge to immediately attempt to attempt to close the location this henchman came from.

    Recharging hand of 6 and drawing hand of 5

    Ask Shardra for her Blessing of Xoveron for double bless (no Corrupted Trait on top of Blessing discard pile)

    BYA Perception 12: 1d6 + 2 + 4 + 2d6 ⇒ (4) + 2 + 4 + (1, 6) = 17

    Roll Details:

    Perception: 1d6+2
    Adding/Existing Elemental Mastery Trait: 4
    Double Bless: 2d6

    Combat 12: 1d12 + 4 + 2 + 6 + 5 + 4 + 4d6 + 1d4 ⇒ (11) + 4 + 2 + 6 + 5 + 4 + (5, 4, 2, 6) + (2) = 51

    Roll Details:

    Arcane: 1d12+4+2
    Miscellaneous: Mythic Charges: 6
    Miscellaneous: Mythic Medal of Command: 5
    Adding/Existing Elemental Mastery Trait: 4
    Disintegrate: 4d6
    Miscellaneous: Monster Power (recharge Korvosan House Drake): 1d4

    Expending one mythic charge (5 remaining) to attempt to close, which is just taking 7 (1+6) Fire damage. Reduce that by 2, and I'm still hand-wiped, but that was prepared for. :)
    Molten Pool is closed

    Seoni wrote:

    Hand: Death's Touch (Core), Meteor Swarm (Core), Wand of Enervation (Core), Acadamae Scholar (Hanneman), Blessing of Abadar, Blessing of Pharasma,

    Displayed:
    Deck: 11 Discard: 4 Buried: 0
    Current Location: Molten Pool
    Hero Points: 6
    Mythic Charges: 5
    NOTES:
    Available Support: Saving for myself - None
    * Wand of Enervation - On any combat check, decrease difficulty by 2d4
    * 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
    * Blessing of Pharasma - Add 1 die to any check, add 2 dice to any check where a spell was cast
    Movement: Move me to the Cavern 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): The Foreign Trader, Acadamae Student (Peri), Magic Leather Armor (Core)
    Recharged: Count Jeggare, Blessing of Sivanah, Gem of Mental Acuity (Core), Chalice of Ozem, Lightning Bolt (Core), Fireball Beads, Korvosan House Drake (Lockheed), Disintegrate (Core),
    Discard Pile: Nightspear (Thorn), Vampiric Touch, 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
    - 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 Command: Arcane: Charisma +5

    End of Turn Summary:
    - Failed to acquire Card 1 of Molten Pool (Dragonbreath Bow)
    - Defeated Card 2 (Duergar Cultists)
    - Asked Shardra for her Blessing of Xoveron
    - Discarded Nightspear, Vampiric Touch, Poison Blast, Good Omen
    - Recharged Count Jeggare, Blessing of Sivanah, Gem of Mental Acuity, Chalice of Ozem, Lightning Bolt, Fireball Beads, Korvosan House Drake, Disintegrate

    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

    Kess - Cavern 1-10 remain
    Cogsnap - Corruption Forge 1-10 remain
    Great Hall 1-10 remain
    Sanctum 1-10 remain
    Shardra - Abbatoir 1-10 remain
    Seoni - Molten Pool CLOSED


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

    Out of Turn Updates: None

    Turn - Hour:Blessing of Sifkesh
    Hour Rules: None
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you play a card that has the Corrupted trait, bury it.
    Explore: Drake Rider
    Recharge Hand, Draw 6:
    "

    Cogsnap wrote:

    Hand: Anesthetizing SLime, Crystalline Carnivore, Blessing of Norgorber, Starbow, Blast Stone, Acidic Bolas,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Hero Points: 4
    Mythic Charges:6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bottled Lightning, Blackfingers, Elixir of Healing, Clockwork Servant (Core), Bottled Lightning, Slick Leather, Flame Cannon, Potion of Focus
    Recharged: Talisman of True Faith, Blessing of Nethys (Core), Clockwork Servant (Core) 2, Dragon's Breath (Core), The Carnival, Elixir of Focus, Acid Flask (Core),
    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.
    Champion of Mendev Int: KNW +5

    -----Starbow = Ranged, +5 to check.
    Starbow
    Dragon Combat 21: 1d8 + 1d6 + 13 + 5 ⇒ (8) + (1) + 13 + 5 = 27
    Starbow
    Rider Combat 23: 1d8 + 1d6 + 13 + 5 ⇒ (4) + (6) + 13 + 5 = 28

    Use Crystalline Carnivore to explore

    Tome of Mental Prowess Int 13: 1d10 + 9 ⇒ (3) + 9 = 12
    Fail, Banish

    Cogsnap ends their turn.

    Cogsnap attempts to recover all cards in their Recovery pile.
    Cannot fail Craft 11 to recharge Carnivore, discard Blast Stones
    Cogsnap resets their hand.

    [u]Summary[/u]
    Acquired: None
    Banished: Drake Rider
    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: Anesthetizing SLime, Clockwork Servant (Core), Blessing of Norgorber, Starbow, Potion of Focus, Acidic Bolas, Flame Cannon,

    Displayed:
    Deck: 14 Discard: 1 Buried: 0
    Hero Points: 4
    Mythic Charges:6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blackfingers, Elixir of Healing, Bottled Lightning, Bottled Lightning, Slick Leather
    Recharged: Talisman of True Faith, Blessing of Nethys (Core), Clockwork Servant (Core) 2, Dragon's Breath (Core), The Carnival, Elixir of Focus, Acid Flask (Core), Crystalline Carnivore,
    Discard Pile: Blast Stone,
    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.
    Champion of Mendev Int: KNW +5

    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: Ollysta Zadrian

    Ollysta Zadrian:

    Cohort
    Traits: Human Paladin
    Put this card on top of your deck to shuffle any location deck, then examine its top card. Reveal this card to draw the bottom card of your deck, then recharge this card. Recharge this card to move. Ignore any movement restrictions.

    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

    When you encounter a card that has the Cultist or Demon trait,
    recharge your hand, then draw 1 fewer card than the number you
    recharged.
    If you fail to defeat a card that has the Cultist or Demon trait,
    shuffle the top card of the blessings deck into your location deck.

    Scenario Level (#): 6

    Turn: 3, Kess/Gimry

    Random Cards:

    Monsters
    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:
    Worldwound Grub
    WotR
    Monster 6
    Traits:
    Demon
    Vermin
    Mythic
    To Defeat:
    Combat 28
    THEN Combat 30
    The Worldwound Grub may not be evaded. It is immune to the Electricity and Poison traits.
    If undefeated, display this card next to your deck; while displayed, you encounter this card as your first exploration each turn.
    After you act, each character at your location is dealt 2d4 Force damage.

    Spoiler:
    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.

    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:
    Blasphemy Demon
    WotR
    Monster 4
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 21
    OR Wisdom 13
    The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
    If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
    If you played a boon to examine this card, bury the boon.

    Barriers
    Spoiler:
    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:
    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:
    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:
    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:
    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.

    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:
    Rapier of Puncturing
    WotR
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.

    Spoiler:
    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:
    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:
    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.

    Spells
    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:
    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:
    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:
    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:
    Elemental Bombardment
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

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

    Spoiler:
    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:
    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:
    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:
    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.

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

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

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

    Allies
    Spoiler:
    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:
    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:
    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:
    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.

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

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

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

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

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

    Spoiler:
    Blessing of 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.

    Current Hour:

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

    Hours Remaining: 27

    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 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 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 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 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of the 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 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 9 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 10 Seoni/TheChu:
    Spoiler:
    Hourglass Card 10 Seoni/TheChu
    Blessing of Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 12 Kess/Gimry:
    Spoiler:
    Hourglass Card 12 Kess/Gimry
    Blessing of 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 13 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 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 14 Seoni/TheChu:
    Spoiler:
    Hourglass Card 14 Seoni/TheChu
    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 15 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Cogsnap/tcolmaster01
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 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 18 Seoni/TheChu:
    Spoiler:
    Hourglass Card 18 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 19 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Cogsnap/tcolmaster01
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Kess/Gimry:
    Spoiler:
    Hourglass Card 20 Kess/Gimry
    Blessing of 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 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 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 23 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 23 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 24 Kess/Gimry:
    Spoiler:
    Hourglass Card 24 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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 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 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 Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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: 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: Kess/Gimry, None

    Cavern Card 1:
    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.
    Cavern Card 2:
    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.
    Cavern Card 3:
    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.
    Cavern Card 4:
    Upasunda
    WotR
    Monster 5
    Traits:
    Outsider
    Fiend
    Monk
    To Defeat:
    Combat 24
    The Upasunda is immune to the Poison trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
    The Upasanda's difficulty to defeat cannot be reduced. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 3.
    After you act, the Upasunda deals 1d6 Combat damage to you.
    Cavern Card 5:
    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.
    Cavern Card 6:
    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.
    Cavern Card 7:
    Magic Ray Fusillade
    WotR
    Barrier 5
    Traits:
    Trap
    Magic
    Arcane
    To Defeat:
    Arcane
    Acrobatics
    Stealth 18
    If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
    Cavern Card 8:
    Demonic Fly
    WotR
    Monster 1
    Traits:
    Vermin
    Demon
    To Defeat:
    Combat 13
    The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
    If defeated, each character at your location is dealt 1 Acid damage.
    If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
    Cavern Card 9:
    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.
    Cavern Card 10:
    Poison Spiked Pit Trap
    WotR
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Location #2: Corruption Forge
    At This Location: When you play a card that has the Corrupted trait, bury it.
    When Closing: Succeed at a Consitution or Craft 7 check.
    When Permanently Closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand.
    M: 2 Ba: 1 W: 3 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/tcolmaster01, None
    Corruption Forge Card 1:
    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.
    Corruption Forge Card 2:
    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.
    Corruption Forge Card 3:
    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_
    Corruption Forge Card 4:
    Duergar Cultists
    None
    Henchman 6
    Type: Barrier
    Traits:
    Cultist
    Dwarf
    Skirmish
    To Defeat:
    Combat 30
    Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
    You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
    If defeated, you may expend a mythic charge to immediately attempt to attempt to close the location this henchman came from.
    Corruption Forge Card 5:
    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.
    Corruption Forge Card 6:
    Death by Pleasure
    WotR
    Barrier 6
    Traits:
    Obstacle
    Magic
    Mental
    To Defeat:
    Charisma
    Diplomacy
    Disable 15
    Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
    If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.
    Corruption Forge Card 7:
    Boar Demon
    WotR
    Monster 6
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
    Choose another character at your location; that character summons and encounters this adventure's servitor demon.
    Corruption Forge Card 8:
    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.

    Location #3: 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:
    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.
    Great Hall Card 2:
    Elemental Bombardment
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.
    Great Hall Card 3:
    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.
    Great Hall Card 4:
    Yealek-Vor
    None
    Villain 6
    Type: Monster
    Traits:
    Cleric
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat
    Divine
    Wisdom 30
    THEN Combat 40
    Yealek-Vor is immune to the Electricity and Poison traits.
    Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
    If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.
    Great Hall Card 5:
    Swarmlord's Jar
    WotR
    Item 3
    Traits:
    Object
    Magic
    To Acquire:
    Arcane
    Divine
    Craft 9
    Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1.
    When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6.
    Great Hall 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.
    Great Hall Card 7:
    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.
    Great Hall Card 8:
    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.
    Great Hall Card 9:
    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 10:
    Traitor's Blade
    WotR
    Weapon 5
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 13
    If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
    When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.

    Location #4: Sanctum
    Abyssal
    At This Location: When you move, bury a card.
    When Closing: Banish a card that has the Corrupted trait.
    When Permanently Closed: On closing, you may bury a card to move.
    M: 3 Ba: 1 W: 2 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Sanctum Card 1:
    Dragon's Breath
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, you may discard this card to use your Arcane skill + 3d6 and the Acid, Cold, Electricity, Fire, or Poison trait.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 check to recharge this card instead of discaring it.
    Sanctum Card 2:
    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.
    Sanctum 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.
    Sanctum Card 4:
    Toad Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
    Sanctum Card 5:
    Duergar Cultists
    None
    Henchman 6
    Type: Barrier
    Traits:
    Cultist
    Dwarf
    Skirmish
    To Defeat:
    Combat 30
    Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
    You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
    If defeated, you may expend a mythic charge to immediately attempt to attempt to close the location this henchman came from.
    Sanctum Card 6:
    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.
    Sanctum Card 7:
    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.
    Sanctum Card 8:
    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.
    Sanctum Card 9:
    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_
    Sanctum Card 10:
    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.

    Location #5: Abattoir
    At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
    When Closing: Summon and defeat the henchman Brimorak.
    When Permanently Closed: On closing, recharge a random weapon from your discard pile.
    M: 4 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Shardra/AbrahamZ., None
    Abattoir 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.
    Abattoir Card 2:
    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.
    Abattoir Card 3:
    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_
    Abattoir Card 4:
    Duergar Cultists
    None
    Henchman 6
    Type: Barrier
    Traits:
    Cultist
    Dwarf
    Skirmish
    To Defeat:
    Combat 30
    Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
    You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
    If defeated, you may expend a mythic charge to immediately attempt to attempt to close the location this henchman came from.
    Abattoir Card 5:
    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.
    Abattoir Card 6:
    Insane Bythos
    WotR
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 26
    The Insane Bythos is immune to the Cold and Poison traits.
    Before you act, shuffle all characters' role cards and deal 1 to each character, who places it checked side up over the Powers section of her character card and uses checked powers from the new role card instead of her normal powers. If defeated, or at the end of the scenario, return the role cards to their owners.
    If undefeated, advance the blessings deck.
    Abattoir Card 7:
    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.
    Abattoir Card 8:
    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.
    Abattoir Card 9:
    Disrupting Warhammer
    WotR
    Weapon 5
    Traits:
    Hammer
    Melee
    Bludgeoning
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
    Abattoir Card 10:
    Arboreal Blight
    WotR
    Barrier B
    Traits:
    Skirmish
    Demon
    To Defeat:
    None 0
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

    Location #6: 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: Seoni/TheChu, None


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

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
  • If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.

    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.

    Fortitude 6: 1d8 + 1 ⇒ (7) + 1 = 8

    Roll Details:

    Fortitude - 1d8+1

    Discard Big Eyes to explore again

    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.

    Recharge and Draw
    Encounter Servitor demon

    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.

    Recharge and Draw

    Combat 35: 1d10 + 7 + 1d12 + 1d4 + 5 + 1 + 1d4 + 1d10 + 6 ⇒ (7) + 7 + (12) + (4) + 5 + 1 + (4) + (5) + 6 = 51

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Brawlers Aid - 1d4+5
    Ursine Rageskin - 1
    Crocodile Skin Madu - 1d4
    Blessed - 1d10
    Mythic Marshall (Str) - 6

    Use Seoni's Blessing of Pharasma

    Forced Reroll
    Combat 35: 1d10 + 7 + 1d12 + 1d4 + 5 + 1 + 1d4 + 1d10 + 6 ⇒ (7) + 7 + (1) + (2) + 5 + 1 + (3) + (8) + 6 = 40

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Brawlers Aid - 1d4+5
    Ursine Rageskin - 1
    Crocodile Skin Madu - 1d4
    Blessed - 1d10
    Mythic Marshall (Str) - 6

    Defeating a monster lets me heal a card
    Kess has all cards in her discard pile healed: (Big Eyes (Wolf)). Deck shuffled.

    Blackfire Adept
    Combat 11: 1d10 + 7 + 1d12 ⇒ (10) + 7 + (9) = 26

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12

    Close Check
    Strength 11: 1d10 + 4 + 6 ⇒ (9) + 4 + 6 = 19

    Roll Details:

    Strength - 1d10+4
    Mythic Marshall (Str) - 6

    Random Location: 1d4 ⇒ 3 -> Sanctum

    "

    Kess wrote:

    Hand: Ursine Rageskin, Iron Knuckles, Councilor's Ring, Topaz of Strength, Smokey (Bear), Big Eyes (Wolf), Blessing of Gozreh,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Sanctum
    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 1-6B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shaman, Blessing of the Green Faith (2), Kaa (Reed Moccasin), Amulet of Furious Fists, Gecks (Fire Gecko), Cloud Puff, Thylacine, Magic Chain Mail, Blessing of the Green Faith, Eagle Knight Dress Uniform, Bearskin Armor, Blessing of Gorum, Crocodile Skin Madu, Sedja, Bulwinkle (Moose)
    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

    "

    "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

    Notes for Seoni: Used Blessing of Pharasma

    Cavern CLOSED
    Cogsnap - Corruption Forge 1-10 remain
    Great Hall 1-10 remain
    Kess - Sanctum 1-10 remain
    Shardra - Abbatoir 1-10 remain
    Seoni - Molten Pool CLOSED"


  • Deck Handler

    Off turn: Discard Xoveron for Seoni.

    It is the hour of Ascension

    Reload Zadrian to shuffle Abbatoir (cards are all unknown so I'll just play them as is for simplicity) and then examine top card - Mace of Smiting.

    Location Power: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.

    Free exploration

    Abattoir Card 1 is 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.

    Str 13: 1d6 ⇒ 5 banished. My understanding is that none of us care about Weapon upgrades anymore anyway...

    Display Orb and Hellhounds

    Discard Cleric of Nethys to examine top 2 of location - order as: Filth Demon, Xenarth - then explore

    Abattoir Card 2 is 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.

    Scenario Power: When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
    Recharge 4 cards
    Draw 3 cards: Zadrian, Flame Staff, Stole of the Inheritor.

    BYA Dex 14: 1d4 ⇒ 2
    Acid dmg: 1d4 ⇒ 2
    Reveal Stole to reduce dmg by 4 to 0

    Knowledge 14, mythic: 1d10 + 6 + 6 ⇒ (9) + 6 + 6 = 21

    Combat 22+4=26, orb, hellhounds, mythic, successful knowledge check: 1d10 + 7 + 6 + 1d6 + 2d6 + 5 ⇒ (1) + 7 + 6 + (1) + (5, 4) + 5 = 29 banished
    No 6 rolled so hellhounds have no negative effect

    Shardra power: When you succeed at a Knowledge check, you may examine the top two cards of any location deck. Sanctum 1=Dragon's Breath; 2=Ebon Thorn

    Reveal Zadrian to draw Nethys 2 from bottom of own deck, then recharge Zadrian.

    Discard Nethys 2 to examine top 2 of location: Xenarth and Duergar Cultists - swap order - then explore

    Abattoir Card 4 is Duergar Cultists:

    None
    Henchman 6
    Type: Barrier
    Traits:
    Cultist
    Dwarf
    Skirmish
    To Defeat:
    Combat 30
    Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
    You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
    If defeated, you may expend a mythic charge to immediately attempt to attempt to close the location this henchman came from.

    Scenario Power: When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
    Recharge 2 cards
    Draw 1 card: Sirocco

    BYA Wis 12, mythic: 1d10 + 4 + 6 ⇒ (1) + 4 + 6 = 11
    Spend 1 hero point (down to 7) to reroll
    BYA Wis 12, mythic: 1d10 + 4 + 6 ⇒ (2) + 4 + 6 = 12

    Ask Seoni for Abadar to double bless
    Combat 30+4=34, orb, hellhounds, mythic: 3d10 + 7 + 6 + 1d6 + 2d6 ⇒ (5, 10, 10) + 7 + 6 + (2) + (5, 5) = 50
    No 6 rolled so hellhounds have no negative effect

    Spend 1 mythic charge (down to 5) to attempt to close.
    When Closing: Summon and defeat the henchman Brimorak.

    Brimorak:

    WOTR-B, WOTR-C henchman (monster)
    OutsiderDemonVeteran
    Check to defeat
    Combat 12
    Powers
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealt by the Brimorak is Fire damage.

    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Power: When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
    Recharge 1 card
    Draw 0 card

    Brimorak is immune to Fire so hellhounds do nothing
    Discard Orb to add 2d6
    Ask Kess for Gozreh
    Combat 12+4+6+6=28, orb, mythic: 2d10 + 7 + 5 + 3d6 ⇒ (1, 5) + 7 + 5 + (4, 6, 5) = 33

    Abattoir is closed
    When Permanently Closed: On closing, recharge a random weapon from your discard pile. n/a

    Recovery Phase:
    Recharge Summon Hellhounds? Divine 13, mythic: 1d10 + 7 + 5 ⇒ (1) + 7 + 5 = 13

    Reset Hand

    At the start of Seoni's turn, send Wand of Flying to Recovery to examine top cards of Corruption Forge 1=Spirit Blade and Great Hall 1=Skinstitcher's Manual, then move to whatever location Seoni is planning to move to.

    Send Major Cure to Recovery to heal Seoni
    Healing: 1d4 + 1 ⇒ (3) + 1 = 4
    Seoni heals 4 and Shardra heals 1 (Cleric of Nethys)

    At the end of Seoni's turn:
    Recharge Wand of Flying? Divine 12, mythic: 1d10 + 7 + 5 ⇒ (9) + 7 + 5 = 21
    Recharge Major Cure? Divine 10, mythic: 1d10 + 7 + 5 ⇒ (9) + 7 + 5 = 21

    "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

    Notes for Seoni: Used Blessing of Pharasma & Abadar
    Heal 4 cards

    Cavern CLOSED
    Cogsnap - Corruption Forge 1-8 remain // 1=Spirit Blade
    Great Hall 1-10 remain // 1=Skinstitcher's Manual
    Kess - Sanctum 1-10 remain // 1=Dragon's Breath; 2=Ebon Thorn
    Shardra (moves at the start of Seoni's turn to where ever she is going) - Abbatoir CLOSED
    Seoni - Molten Pool CLOSED"

    "

    Shardra wrote:

    Hand: Divine Blaze, Transmogrify, Wayfarer, Blessing of Nethys 1, Blessing of Pulura,

    Displayed:
    Deck: 14 Discard: 3 Buried: 0
    Current Location: Where ever Seoni moves to on her turn
    Hero Points: 7
    Tshirt Reroll: Available
    Mythic Charges: 5
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

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

    Transmogrify: display on a local monster to reduce difficulty of checks to defeat it by 1d10+7+1d6

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Qi Zhong, Fortune-Teller, Ice Strike (Core), Summon Hellhounds, Stole of the Inheritor, Cleric of Nethys, Sirocco, Kolo (WoTR), Crystal Ball, Ollysta Zadrian, Flame Staff, Cloudburst
    Recharged: Wand of Flying, Major Cure,
    Discard Pile: Blessing of Xoveron, Blessing of Nethys 2, Aqueous Orb,
    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. ([X] 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 Torag
    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: When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
    If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.

    Seoni (and Shardra) moves to the Great Hall and explores.

    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.

    Auto-success, discarding Academae Scholar to explore again, with bonus to Arcane and Outsider checks.

    Elemental Bombardment:
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Auto-success

    Seoni wrote:

    Hand: Death's Touch (Core), Meteor Swarm (Core), Elemental Bombardment, Wand of Enervation (Core), Skinstitcher's Manual, Blessing of Pharasma,

    Displayed:
    Deck: 14 Discard: 3 Buried: 0
    Current Location: Great Hall
    Hero Points: 6
    Mythic Charges: 5
    NOTES:
    Available Support: Saving for myself - None
    * Wand of Enervation - On any combat check, decrease difficulty by 2d4
    * Blessing of Pharasma - Add 1 die to any check, add 2 dice to any check where a spell was cast
    Movement: Move me to the Cavern 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): Acadamae Student (Peri), Poison Blast (Core), Magic Leather Armor (Core), The Foreign Trader, Nightspear (Thorn), Blessing of Abadar
    Recharged: Count Jeggare, Blessing of Sivanah, Gem of Mental Acuity (Core), Chalice of Ozem, Lightning Bolt (Core), Fireball Beads, Korvosan House Drake (Lockheed), Disintegrate (Core),
    Discard Pile: Vampiric Touch, Good Omen (Core), Acadamae Scholar (Hanneman),
    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
    - 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 Command: Arcane: Charisma +5

    End of Turn Summary:
    - Acquired Cards 1, 2 of Great Hall (Skinstitcher's Manual, Elemental Bombardment)
    - Discarded Academae Scholar

    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

    Cavern CLOSED
    Cogsnap - Corruption Forge 1-8 remain // 1=Spirit Blade
    Seoni, Shardra - Great Hall 3-10 remain
    Kess - Sanctum 1-10 remain // 1=Dragon's Breath; 2=Ebon Thorn
    Abbatoir CLOSED
    Molten Pool CLOSED


  • 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 play a card that has the Corrupted trait, bury it.
    Explore: Spirit Blade
    Auto Acquire Spirit Blade
    Bury Clockwork Servant to Explore

    Black Dragonhide Breastplate Con 9. Auto Fail

    Cogsnap ends their turn.

    Cogsnap attempts to recover all cards in their Recovery pile.
    Cannot fail to recharge Clockwork Servant
    Cogsnap resets their hand.

    [u]Summary[/u]
    Acquired: Spirit Blade
    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: Anesthetizing SLime, Blessing of Norgorber, Starbow, Potion of Focus, Acidic Bolas, Flame Cannon, Spirit Blade,

    Displayed:
    Deck: 15 Discard: 1 Buried: 0
    Hero Points: 4
    Mythic Charges:6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blackfingers, Bottled Lightning, Bottled Lightning, Elixir of Healing, Slick Leather
    Recharged: Talisman of True Faith, Blessing of Nethys (Core), Clockwork Servant (Core) 2, Dragon's Breath (Core), The Carnival, Elixir of Focus, Acid Flask (Core), Crystalline Carnivore, Clockwork Servant (Core),
    Discard Pile: Blast Stone,
    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.
    Champion of Mendev Int: KNW +5

    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: Ollysta Zadrian

    Ollysta Zadrian:

    Cohort
    Traits: Human Paladin
    Put this card on top of your deck to shuffle any location deck, then examine its top card. Reveal this card to draw the bottom card of your deck, then recharge this card. Recharge this card to move. Ignore any movement restrictions.

    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

    When you encounter a card that has the Cultist or Demon trait,
    recharge your hand, then draw 1 fewer card than the number you
    recharged.
    If you fail to defeat a card that has the Cultist or Demon trait,
    shuffle the top card of the blessings deck into your location deck.

    Scenario Level (#): 6

    Turn: 7, Kess/Gimry

    Random Cards:

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

    Spoiler:
    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_

    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:
    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:
    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.

    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:
    Gift of Shamira
    WotR
    Barrier 4
    Traits:
    Temptation
    Demon
    To Defeat:
    None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
    While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

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

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

    Weapons
    Spoiler:
    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:
    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:
    Rapier of Puncturing
    WotR
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.

    Spoiler:
    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:
    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.

    Spells
    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.

    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:
    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:
    Ghost Wolf
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 12
    Display this card next to any character card. While displayed, that character may recharge a card at the end of her turn to move; you may discard this card to add 1d8 to any combat check at that character's location.
    When you would discard this card for its power, if you do not have the Arcane skill, banish it instead; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discaring it.

    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:
    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:
    Celestial Armor
    WotR
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    At the end of your turn, bury this card to move.
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Celestial Armor
    WotR
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    At the end of your turn, bury this card to move.
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    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:
    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:
    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.

    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:
    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:
    Fortune's Arrow
    WotR
    Item 3
    Traits:
    Arrow
    Piercing
    Ranged
    Magic
    Mythic
    To Acquire:
    Dexterity
    Ranged 12
    If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

    Spoiler:
    Skinstitcher's Manual
    WotR
    Item 4
    Traits:
    Book
    Magic
    Corrupted
    Mythic
    To Acquire:
    Arcane
    Craft
    Divine
    Knowledge 12
    Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.
    After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card insted of burying it.

    Allies
    Spoiler:
    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.

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

    Spoiler:
    Runelord Alderpash
    WotR
    Ally 5
    Traits:
    Undead
    Lich
    Evoker
    To Acquire:
    None 0
    Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
    Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
    Banish this card and discard your hand to permanently close your location, then end your turn.

    Spoiler:
    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.

    Blessings
    Spoiler:
    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.

    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 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 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.

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

    Current Hour:

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

    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Shardra/AbrahamZ.
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 2 Seoni/TheChu:
    Spoiler:
    Hourglass Card 2 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 3 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    Blessing of the 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 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 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 Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 8 Kess/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    Blessing of 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 9 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 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 10 Seoni/TheChu:
    Spoiler:
    Hourglass Card 10 Seoni/TheChu
    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 11 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Cogsnap/tcolmaster01
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 12 Kess/Gimry:
    Spoiler:
    Hourglass Card 12 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 13 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 Shardra/AbrahamZ.
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 14 Seoni/TheChu:
    Spoiler:
    Hourglass Card 14 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 15 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Cogsnap/tcolmaster01
    Blessing of 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 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 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 Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 19 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 20 Kess/Gimry:
    Spoiler:
    Hourglass Card 20 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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 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 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 Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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: Cavern
    Closed
    At This Location: At the end of your turn, move to a random location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Corruption Forge
    At This Location: When you play a card that has the Corrupted trait, bury it.
    When Closing: Succeed at a Consitution or Craft 7 check.
    When Permanently Closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/tcolmaster01, None

    Corruption Forge Card 1:
    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_
    Corruption Forge Card 2:
    Duergar Cultists
    None
    Henchman 6
    Type: Barrier
    Traits:
    Cultist
    Dwarf
    Skirmish
    To Defeat:
    Combat 30
    Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
    You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
    If defeated, you may expend a mythic charge to immediately attempt to attempt to close the location this henchman came from.
    Corruption Forge Card 3:
    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.
    Corruption Forge Card 4:
    Death by Pleasure
    WotR
    Barrier 6
    Traits:
    Obstacle
    Magic
    Mental
    To Defeat:
    Charisma
    Diplomacy
    Disable 15
    Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
    If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.
    Corruption Forge Card 5:
    Boar Demon
    WotR
    Monster 6
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
    Choose another character at your location; that character summons and encounters this adventure's servitor demon.
    Corruption Forge Card 6:
    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.

    Location #3: 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: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Shardra/AbrahamZ., Seoni/TheChu, None
    Great Hall 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.
    Great Hall Card 2:
    Yealek-Vor
    None
    Villain 6
    Type: Monster
    Traits:
    Cleric
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat
    Divine
    Wisdom 30
    THEN Combat 40
    Yealek-Vor is immune to the Electricity and Poison traits.
    Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
    If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.
    Great Hall Card 3:
    Swarmlord's Jar
    WotR
    Item 3
    Traits:
    Object
    Magic
    To Acquire:
    Arcane
    Divine
    Craft 9
    Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1.
    When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6.
    Great Hall Card 4:
    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.
    Great Hall Card 5:
    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.
    Great Hall Card 6:
    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.
    Great Hall Card 7:
    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 8:
    Traitor's Blade
    WotR
    Weapon 5
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 13
    If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
    When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.

    Location #4: Sanctum
    Abyssal
    At This Location: When you move, bury a card.
    When Closing: Banish a card that has the Corrupted trait.
    When Permanently Closed: On closing, you may bury a card to move.
    M: 3 Ba: 1 W: 2 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kess/Gimry, None
    Sanctum Card 1:
    Dragon's Breath
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, you may discard this card to use your Arcane skill + 3d6 and the Acid, Cold, Electricity, Fire, or Poison trait.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 check to recharge this card instead of discaring it.
    Sanctum Card 2:
    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.
    Sanctum 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.
    Sanctum Card 4:
    Toad Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
    Sanctum Card 5:
    Duergar Cultists
    None
    Henchman 6
    Type: Barrier
    Traits:
    Cultist
    Dwarf
    Skirmish
    To Defeat:
    Combat 30
    Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
    You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
    If defeated, you may expend a mythic charge to immediately attempt to attempt to close the location this henchman came from.
    Sanctum Card 6:
    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.
    Sanctum Card 7:
    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.
    Sanctum Card 8:
    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.
    Sanctum Card 9:
    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_
    Sanctum Card 10:
    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.

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

    Location #6: 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


    ========================
    Kess starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: Sanctum
    Location Power:When you move, bury a card.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
  • If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.

    Dragon's Breath:

    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, you may discard this card to use your Arcane skill + 3d6 and the Acid, Cold, Electricity, Fire, or Poison trait.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 check to recharge this card instead of discaring it.

    Auto Fail that

    Discard Big Eyes to explore again

    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.

    Auto Fail that

    "

    Kess wrote:

    Hand: Ursine Rageskin, Iron Knuckles, Councilor's Ring, Topaz of Strength, Smokey (Bear), Bulwinkle (Moose), Blessing of the Green Faith,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Current Location: Sanctum
    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 1-6B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gorum, Magic Chain Mail, Eagle Knight Dress Uniform, Shaman, Bearskin Armor, Kaa (Reed Moccasin), Sedja, Blessing of the Green Faith (2), Cloud Puff, Thylacine, Amulet of Furious Fists, Gecks (Fire Gecko), Crocodile Skin Madu
    Recharged:
    Discard Pile: Blessing of Gozreh, Big Eyes (Wolf),
    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

    Cavern CLOSED
    Cogsnap - Corruption Forge 1-6 remain
    Seoni, Shardra - Great Hall 1-8 remain
    Kess - Sanctum 3-10 remain
    Abbatoir CLOSED
    Molten Pool CLOSED"


  • Deck Handler

    It is the hour of Deskari

    Give card: Blessing of Pulura to Seoni (for helping to make Skinstitcher's Manual useful, or whatever else it might be needed for)

    Location Power: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.

    Free exploration

    Great Hall Card 1 is 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.

    Ask Seoni for Foreign Trader
    Fort 15: 2d10 + 2 + 1d8 ⇒ (1, 8) + 2 + (8) = 19

    Discard Nethys 1 to examine top 2 of location - reorder as: Swarmlord's Jar, then Yealek-Vor (villain!) - then explore

    Great Hall Card 3 is Swarmlord's Jar:

    WotR
    Item 3
    Traits:
    Object
    Magic
    To Acquire:
    Arcane
    Divine
    Craft 9
    Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1.
    When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6.

    Divine 9, mythic: 1d10 + 7 + 5 ⇒ (2) + 7 + 5 = 14

    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

    Notes for Seoni: given Blessing of Pulura; used The Foreign Trader

    Cavern CLOSED
    Cogsnap - Corruption Forge 1-6 remain
    Seoni, Shardra - Great Hall 2, 4-8 remain // 2=Yealek-Vor (villain!)
    Kess - Sanctum 3-10 remain
    Abbatoir CLOSED
    Molten Pool CLOSED"

    "

    Shardra wrote:

    Hand: Divine Blaze, Transmogrify, Cloudburst, Ice Strike (Core), Mantle of Faith, Swarmlord's Jar, Wayfarer,

    Displayed:
    Deck: 12 Discard: 4 Buried: 0
    Current Location: Great Hall
    Hero Points: 7
    Tshirt Reroll: Available
    Mythic Charges: 5
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

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

    Transmogrify: display on a local monster to reduce difficulty of checks to defeat it by 1d10+7+1d6

    Pulura can be recharged to ignore Corrupted (or Abyssal) trait which could be very handy with Skinstitcher Manual

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Crystal Ball, Kolo (WoTR), Stole of the Inheritor, Fortune-Teller, Sirocco, Summon Hellhounds, Cleric of Nethys, Flame Staff, Ollysta Zadrian, Blessing of Qi Zhong
    Recharged: Wand of Flying, Major Cure,
    Discard Pile: Blessing of Xoveron, Blessing of Nethys 2, Aqueous Orb, Blessing of Nethys 1,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☑ 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. ([X] Characters gain this power while at your location.)
    ☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.
    Mythic Hierophant: Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
    Mythic Hierophant: Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
    Knight of Kenabres: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks:
    Righteous Medal of Spirit: Wisdom
    Righteous Medal of Vigor: Constitution
    Righteous Medal: Charisma

    "


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

    ========================
    Seoni starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: Great Hall
    Location Power: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
    Scenario Powers: When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
    If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.

    Seoni moves to the Sanctum and explores.

    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.

    3 Drawn non-Basic, non-Elite spells are: Time Stop (Spell 6), Ice Strike (Spell 3), Consecrate (Spell 2). Taking Time Stop and banishing Good Omen from discard pile).
    Barrier is undefeated, but still banished

    Discarding Blessing of Pulura to explore again

    Toad Demon:
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

    Scenario Power: Recharging hand of 6 and drawing 5.

    Combat 28: 1d12 + 4 + 2 + 5 + 5 + 4 + 5 + 4d6 ⇒ (4) + 4 + 2 + 5 + 5 + 4 + 5 + (5, 4, 4, 5) = 47

    Roll Details:

    Arcane: 1d12+4+2
    Miscellaneous: Mythic Charges: 5
    Miscellaneous: Mythic Medal of Command: 5
    Adding/Existing Elemental Mastery Trait: 4
    Miscellaneous: Monster Power: 5
    Disintegrate: 4d6

    Discarding Academae Student to explore again with bonus to first Arcane check.

    Duergar Cultists:
    None
    Henchman 6
    Type: Barrier
    Traits:
    Cultist
    Dwarf
    Skirmish
    To Defeat:
    Combat 30
    Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
    You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
    If defeated, you may expend a mythic charge to immediately attempt to attempt to close the location this henchman came from.

    Scenario Power: Recharging hand of 3 and drawing 2.

    Kess needs to make an Acrobatics, Dexterity, Wisdom, or Perception 12 check or else take 2d4 Combat Damage

    Ask Cogsnap for his Blessing of Norgorber

    BYA Perception 12: 1d6 + 2 + 4 + 1d6 ⇒ (4) + 2 + 4 + (1) = 11

    Roll Details:

    Perception: 1d6+2
    Adding/Existing Elemental Mastery Trait: 4
    Bless: 1d6

    Hero Point that, 5 remaining

    BYA Perception 12: 1d6 + 2 + 4 + 1d6 ⇒ (2) + 2 + 4 + (5) = 13

    Using Seoni's Discard power (Korvosan House Drake) to draw (Disintegrate) from discard or recovery pile

    Combat 30: 1d12 + 4 + 2 + 5 + 5 + 4 + 1d4 + 4d6 ⇒ (12) + 4 + 2 + 5 + 5 + 4 + (2) + (6, 1, 4, 2) = 47

    Roll Details:

    Arcane: 1d12+4+2
    Miscellaneous: Mythic Charges: 5
    Miscellaneous: Mythic Medal of Command: 5
    Adding/Existing Elemental Mastery Trait: 4
    Academae Student (Peri): 1d4
    Disintegrate: 4d6

    Won't spend Mythic Charge to attempt to close since my Corrupted card was recharged. To try and get it back sooner, I'll discard Nightspear to heal, which will shuffle my deck.

    Nightspear Heal (Allies/Blessings): 1d4 + 1 ⇒ (1) + 1 = 2

    Randomly healing Blessing of Pulura, The Foreign Trader

    Seoni wrote:

    Hand: Time Stop, Poison Blast (Core), Gem of Mental Acuity (Core), Wand of Enervation (Core), Fireball Beads, Blessing of Pulura,

    Displayed:
    Deck: 12 Discard: 6 Buried: 0
    Current Location: Sanctum
    Hero Points: 5
    Mythic Charges: 5
    NOTES:
    Available Support: Saving for myself - None
    * Poison Blast (Core) - Add 2d8 and the Attack, Magic, and Poison traits to local Combat check
    * Wand of Enervation - On any combat check, decrease difficulty by 2d4
    Movement: Move me to the Cavern 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): The Foreign Trader, Magic Leather Armor (Core), Chalice of Ozem, Blessing of Pharasma, Elemental Bombardment, Blessing of Sivanah, Blessing of Abadar, Meteor Swarm (Core), Lightning Bolt (Core), Count Jeggare, Skinstitcher's Manual, Death's Touch (Core)
    Recharged:
    Discard Pile: Vampiric Touch, Acadamae Scholar (Hanneman), Acadamae Student (Peri), Korvosan House Drake (Lockheed), Nightspear (Thorn), Disintegrate (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
    - 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 Command: Arcane: Charisma +5

    End of Turn Summary:
    - Moved to Sanctum
    - Banished Card 3 of Sanctum (Temptation of Sorcery)
    - Defeated Cards 4, 5 (Toad Demon, Duergar Cultists)
    - Asked Cogsnap for his Blessing of Norgorber
    - Used 1 Hero Point, 5 remaining
    - Drew Random Spell 1 (Time Stop)
    - Discarded Blessing of Pulura, Acadamae Student, Korvosan House Drake, Nightspear, Disintegrate
    - Recharged Meteor Swarm, Elemental Bombardment, Time Stop, Skinstitcher's Manual, Wand of Enervation, Death's Touch, Chalice of Ozem, Blessing of Pharasma, Blessing of Sivanah
    - Randomly Healed Blessing of Pulura, The Foreign Trader

    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

    Notes for Kess: Needs to make an Acrobatics, Dexterity, Wisdom, or Perception 12 check or else take 2d4 Combat Damage
    Notes for Cogsnap: Used Blessing of Norgorber

    Cavern CLOSED
    Cogsnap - Corruption Forge 1-6 remain
    Shardra - Great Hall 2, 4-8 remain // 2=Yealek-Vor (villain!)
    Kess, Seoni - Sanctum 6-10 remain
    Abbatoir CLOSED
    Molten Pool CLOSED


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

    Out of Turn Updates: Discard Blessing of Norgorber

    Turn - Hour:Blessing of the Inheritor
    Hour Rules: None
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you play a card that has the Corrupted trait, bury it.
    Explore: Salamander
    Starbow
    Combat 15: 1d8 + 1d6 + 13 ⇒ (7) + (3) + 13 = 23
    Defeated - RNG armor from the box Spiked Plate

    Cogsnap ends their turn.

    Cogsnap attempts to recover all cards in their Recovery pile.

    Cogsnap resets their hand.
    --Discard Spirit Blade
    [u]Summary[/u]
    Acquired: Spiked Plate
    Banished: Salamander
    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: Anesthetizing SLime, Spiked Plate, Elixir of Healing, Starbow, Potion of Focus, Acidic Bolas, Flame Cannon,

    Displayed:
    Deck: 14 Discard: 3 Buried: 0
    Hero Points: 4
    Mythic Charges:6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Slick Leather, Blackfingers, Bottled Lightning, Bottled Lightning
    Recharged: Talisman of True Faith, Blessing of Nethys (Core), Clockwork Servant (Core) 2, Dragon's Breath (Core), The Carnival, Elixir of Focus, Acid Flask (Core), Crystalline Carnivore, Clockwork Servant (Core),
    Discard Pile: Blast Stone, Blessing of Norgorber, Spirit Blade,
    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.
    Champion of Mendev Int: KNW +5

    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: Ollysta Zadrian

    Ollysta Zadrian:

    Cohort
    Traits: Human Paladin
    Put this card on top of your deck to shuffle any location deck, then examine its top card. Reveal this card to draw the bottom card of your deck, then recharge this card. Recharge this card to move. Ignore any movement restrictions.

    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

    When you encounter a card that has the Cultist or Demon trait,
    recharge your hand, then draw 1 fewer card than the number you
    recharged.
    If you fail to defeat a card that has the Cultist or Demon trait,
    shuffle the top card of the blessings deck into your location deck.

    Scenario Level (#): 6

    Turn: 11, Kess/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Toad Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

    Spoiler:
    Spite Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 22
    The Spite Demon is immune to the Electricity and Poison traits.
    Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
    Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_

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

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

    Barriers
    Spoiler:
    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.

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

    Spoiler:
    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:
    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:
    Greed
    WotR
    Barrier 4
    Traits:
    Temptation
    To Defeat:
    None 0
    Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Weapons
    Spoiler:
    Scizore +3
    WotR
    Weapon 4
    Traits:
    Scizore
    Shield
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and you are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.

    Spoiler:
    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:
    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:
    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:
    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.

    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:
    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:
    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.

    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:
    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:
    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.

    Spoiler:
    Decemvirate Helm
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Recharge this card to ignore a non-villain monster's power that happens before you act.
    Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

    Spoiler:
    Iron Flask
    WotR
    Item 6
    Traits:
    Item
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    When you encounter a monster that has the Elemental or Outsider trait from a location deck, you may display this card next to that deck and put the monster on top of this card. The monster is neither defeated nor undefeated; it still counts as part of its location deck except for the purpose of exploring. At the end of your turn, put the monster on the top or bottom of its location deck and bury this card.

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

    Spoiler:
    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:
    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:
    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:
    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:
    Pegasus
    WotR
    Ally 3
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Survival 11
    At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
    Discard this card to explore your location, or to move to another location and explore it.

    Spoiler:
    Jesker Helton
    WotR
    Ally 3
    Traits:
    Human
    Cleric
    To Acquire:
    None 0
    To acquire this card, summon and defeat this adventure's servitor demon.
    Recharge this card to add 1d4 to your Divine or Ranged check.
    Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

    Spoiler:
    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.

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

    Spoiler:
    Blessing of 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.

    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.

    Current Hour:

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

    Hours Remaining: 19

    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 Shelyn
    WotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 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 Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    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 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Kess/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 9 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Shardra/AbrahamZ.
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 Seoni/TheChu:
    Spoiler:
    Hourglass Card 10 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 11 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Cogsnap/tcolmaster01
    Blessing of 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 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 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 Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 15 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 16 Kess/Gimry:
    Spoiler:
    Hourglass Card 16 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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 Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 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 Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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: Cavern
    Closed
    At This Location: At the end of your turn, move to a random location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Corruption Forge
    At This Location: When you play a card that has the Corrupted trait, bury it.
    When Closing: Succeed at a Consitution or Craft 7 check.
    When Permanently Closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/tcolmaster01, None

    Corruption Forge Card 1:
    Duergar Cultists
    None
    Henchman 6
    Type: Barrier
    Traits:
    Cultist
    Dwarf
    Skirmish
    To Defeat:
    Combat 30
    Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
    You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
    If defeated, you may expend a mythic charge to immediately attempt to attempt to close the location this henchman came from.
    Corruption Forge Card 2:
    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.
    Corruption Forge Card 3:
    Death by Pleasure
    WotR
    Barrier 6
    Traits:
    Obstacle
    Magic
    Mental
    To Defeat:
    Charisma
    Diplomacy
    Disable 15
    Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
    If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.
    Corruption Forge Card 4:
    Boar Demon
    WotR
    Monster 6
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
    Choose another character at your location; that character summons and encounters this adventure's servitor demon.
    Corruption Forge Card 5:
    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.

    Location #3: 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: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Shardra/AbrahamZ., None
    Great Hall Card 1 (Yealek-Vor):
    Yealek-Vor
    None
    Villain 6
    Type: Monster
    Traits:
    Cleric
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat
    Divine
    Wisdom 30
    THEN Combat 40
    Yealek-Vor is immune to the Electricity and Poison traits.
    Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
    If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.
    Great Hall Card 2:
    Explosive Runes
    WotR
    Barrier B
    Traits:
    Trap
    Magic
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
    Great Hall Card 3:
    Incubus
    WotR
    Monster 2
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 15
    The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
    Before you act, another character at your location summons and encounters this adventure's servitor demon.
    If undefeated, banish an ally that does not have the Animal trait.
    Great Hall Card 4:
    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.
    Great Hall Card 5:
    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 6:
    Traitor's Blade
    WotR
    Weapon 5
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 13
    If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
    When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.

    Location #4: Sanctum
    Abyssal
    At This Location: When you move, bury a card.
    When Closing: Banish a card that has the Corrupted trait.
    When Permanently Closed: On closing, you may bury a card to move.
    M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Kess/Gimry, Seoni/TheChu, None
    Sanctum Card 1:
    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.
    Sanctum Card 2:
    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.
    Sanctum Card 3:
    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.
    Sanctum 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_
    Sanctum Card 5:
    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.

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

    Location #6: 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


    OFF-TURN ACTIONS:
    Acrobatics 12: 1d10 + 1 + 1d10 + 1d20 ⇒ (3) + 1 + (4) + (6) = 14

    Roll Details:

    Acrobatics - 1d10+1 (1d6+1)
    Blessed - 1d10 (1d6)
    Councilor's Ring - 1d20

    ========================
    Kess starts her turn.
    Hour: Blessing of Torag
    Hour Power:No effect.
    Location: Sanctum
    Location Power:When you move, bury a card.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
  • If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.

    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.

    Recharge/Redraw hand. Draw Thylacine thankfully

    Discard Thylacine to evade the monster because I can't pass that Int/Knowledge check. I can elect to reload it for Seoni to deal with, or we can recharge it/

    "

    Kess wrote:

    Hand: Cloud Puff, Amulet of Furious Fists, Kaa (Reed Moccasin), Sedja, Gecks (Fire Gecko), Blessing of Gorum,

    Displayed: Magic Chain Mail, Bearskin Armor,
    Deck: 9 Discard: 4 Buried: 1
    Current Location: Sanctum
    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 1-6B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Eagle Knight Dress Uniform, Shaman, Crocodile Skin Madu, Blessing of the Green Faith (2)
    Recharged: Topaz of Strength, Ursine Rageskin, Iron Knuckles, Smokey (Bear), Bulwinkle (Moose),
    Discard Pile: Blessing of Gozreh, Big Eyes (Wolf), Blessing of the Green Faith, Thylacine,
    Buried Pile: Councilor's Ring,

    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

    Cavern CLOSED
    Cogsnap - Corruption Forge 1-6 remain
    Shardra - Great Hall 1-6 remain // 1=Yealek-Vor (villain!)
    Kess, Seoni - Sanctum 1-5 remain
    Abbatoir CLOSED
    Molten Pool CLOSED"

    Note: Seoni can elect to Reload or Recharge the Corruption Demon on top of the Sanctum


  • Deck Handler

    It is the hour of Ascension

    Move to: Corruption Forge
    Location Power: When you play a card that has the Corrupted trait, bury it.

    Free exploration

    Corruption Forge Card 1 is Duergar Cultists:

    None
    Henchman 6
    Type: Barrier
    Traits:
    Cultist
    Dwarf
    Skirmish
    To Defeat:
    Combat 30
    Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
    You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
    If defeated, you may expend a mythic charge to immediately attempt to attempt to close the location this henchman came from.

    Scenario Power: When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
    Recharge 7 cards and draw 6.

    BYA Wis 12, mythic: 1d10 + 4 + 5 ⇒ (5) + 4 + 5 = 14
    Cognsap must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.

    Display Summon Hellhounds
    Reveal Flame Staff
    Recharge Cleric of Nethys
    Ask Cogsnap to reveal an Attack trait or weapon
    Discard Qi Zhong to bless
    Combat 30, mythic: 2d10 + 7 + 5 + 1d4 + 2d6 + 1d4 + 1d6 ⇒ (2, 4) + 7 + 5 + (3) + (1, 2) + (3) + (3) = 30
    No 6 rolled so no impact from the hellhounds

    Expend 1 mythic charge (down to 4) to attempt to close the location

    When Closing: Succeed at a Consitution or Craft 7 check.
    Shardra power: [X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. ([X] Characters gain this power while at your location.)

    Knowledge 7, mythic: 1d10 + 6 + 4 ⇒ (6) + 6 + 4 = 16

    Corruption Forge is closed.
    When Permanently Closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand. - N/A

    Shardra power: When you succeed at a Knowledge check, you may examine the top two cards of any location deck. Examine top 2 cards of Sanctum, which has been shuffled and has Corruption Demon either recharged or reloaded depending on Seoni's choice.

    Hellhounds go to Recovery

    Recovery Phase:
    Recharge Hellhounds? Divine 13, mythic: 1d10 + 7 + 4 ⇒ (2) + 7 + 4 = 13

    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

    Notes for Cogsnap: Cognsap must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.

    Cavern CLOSED
    Cogsnap, Shardra - Corruption Forge CLOSED
    Great Hall 1-6 remain // 1=Yealek-Vor (villain!)
    Kess, Seoni - Sanctum 1-5 remain // 1=Corruption Demon (it is either recharged or reloaded, Seoni's choice). Then top two cards have been examined.
    Abbatoir CLOSED
    Molten Pool CLOSED"

    "

    Shardra wrote:

    Hand: Sirocco, Stole of the Inheritor, Crystal Ball, Flame Staff, Fortune-Teller, Ollysta Zadrian, Kolo (WoTR),

    Displayed:
    Deck: 11 Discard: 5 Buried: 0
    Current Location: Corruption Forge
    Hero Points: 7
    Tshirt Reroll: Available
    Mythic Charges: 4
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

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

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Wand of Flying, Major Cure, Divine Blaze, Mantle of Faith, Cloudburst, Wayfarer, Transmogrify, Swarmlord's Jar, Ice Strike (Core), Cleric of Nethys, Summon Hellhounds,
    Discard Pile: Blessing of Xoveron, Blessing of Nethys 2, Aqueous Orb, Blessing of Nethys 1, Blessing of Qi Zhong,
    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. ([X] 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

    "


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

    Dex 12 BYA: 1d8 + 9 ⇒ (7) + 9 = 16


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

    Elect to recharge the Corruption Demon on Kess's turn
    That then leads to examining Sawtooth Sabre +2 (Weapon 3) and Unearthly Aim (Spell 2) on Shardra's turn.

    ========================
    Seoni starts her turn.
    Hour: Blessing of Shelyn
    Hour Power:No effect.
    Location: Sanctum
    Location Power: When you move, bury a card.
    Scenario Powers: When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
    If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.

    Seoni explores the Sanctum.

    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.

    Strength 11: 1d12 + 4 + 4 - 4 ⇒ (6) + 4 + 4 - 4 = 10

    Roll Details:

    Charisma: 1d12+4
    Adding/Existing Elemental Mastery Trait: 4
    Gem of Mental Acuity (Charisma): -4

    Using Time Stop (expend 1 Mythic Charge, 4 remaining) to draw Skinstitcher's Manual and The Foreign Trader.

    Seoni wrote:

    Hand: Poison Blast (Core), Skinstitcher's Manual, Wand of Enervation (Core), Fireball Beads, The Foreign Trader, Blessing of Pulura,

    Displayed:
    Deck: 11 Discard: 6 Buried: 1
    Current Location: Sanctum
    Hero Points: 5
    Mythic Charges: 4
    NOTES:
    Available Support: Saving for myself - None
    * Poison Blast (Core) - Add 2d8 and the Attack, Magic, and Poison traits to local Combat check
    * Wand of Enervation - On any combat check, decrease difficulty by 2d4
    * The Foreign Trader - Add 1 die to local non-Combat check and also add 1d8
    Movement: Move me to the Cavern 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): Meteor Swarm (Core), Blessing of Pharasma, Count Jeggare, Elemental Bombardment, Blessing of Abadar, Magic Leather Armor (Core), Lightning Bolt (Core), Chalice of Ozem, Blessing of Sivanah, Death's Touch (Core)
    Recharged: Gem of Mental Acuity (Core),
    Discard Pile: Vampiric Touch, Acadamae Scholar (Hanneman), Acadamae Student (Peri), Korvosan House Drake (Lockheed), Nightspear (Thorn), Disintegrate (Core),
    Buried Pile: Time Stop,

    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
    - 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 Command: Arcane: Charisma +5

    End of Turn Summary:
    - Failed to acquire Card 2 of Sanctum (Sawtooth Sabre +2)
    - Drew Skinstitcher's Manual and The Foreign Trader from deck
    - Recharged Gem of Mental Acuity
    - Buried Time Stop
    - Used 1 Mythic Charge, 4 remaining

    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

    Cavern CLOSED
    Cogsnap, Shardra - Corruption Forge CLOSED
    Great Hall 1-6 remain // 1=Yealek-Vor (villain!)
    Kess, Seoni - Sanctum 1, 3-5 remain // 1=Corruption Demon, but was recharged to bottom. 3=Unearthly Aim
    Abbatoir CLOSED
    Molten Pool CLOSED


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

    Out of Turn Updates: None

    Turn - Hour: Blessing of Ascension
    Hour Rules: None
    SOT:
    Give Card: None
    Move: DO NOT MOVE
    Location Powers: NA
    Explore: NA
    Elixir of Healing: 1d4 + 1 ⇒ (1) + 1 = 2
    rng: 1d3 ⇒ 3

    Cogsnap ends their turn.

    Cogsnap attempts to recover all cards in their Recovery pile.
    Cannot fail to recharge Elixir of Healing.
    Cogsnap resets their hand.
    Keep Flame Cannon, Potion of Focus. Discard 4 cards to draw 5 total
    [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: The Carnival, Clockwork Servant (Core) 2, Blessing of Norgorber, Elixir of Focus, Potion of Focus, Acid Flask (Core), Flame Cannon,

    Displayed:
    Deck: 12 Discard: 5 Buried: 0
    Hero Points: 4
    Mythic Charges:6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dragon's Breath (Core), Blast Stone, Talisman of True Faith, Bottled Lightning, Crystalline Carnivore, Bottled Lightning, Slick Leather, Clockwork Servant (Core), Blessing of Nethys (Core), Blackfingers
    Recharged: Elixir of Healing,
    Discard Pile: Anesthetizing SLime, Spiked Plate, Spirit Blade, Starbow, Acidic Bolas,
    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.
    Champion of Mendev Int: KNW +5

    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: Ollysta Zadrian

    Ollysta Zadrian:

    Cohort
    Traits: Human Paladin
    Put this card on top of your deck to shuffle any location deck, then examine its top card. Reveal this card to draw the bottom card of your deck, then recharge this card. Recharge this card to move. Ignore any movement restrictions.

    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

    When you encounter a card that has the Cultist or Demon trait,
    recharge your hand, then draw 1 fewer card than the number you
    recharged.
    If you fail to defeat a card that has the Cultist or Demon trait,
    shuffle the top card of the blessings deck into your location deck.

    Scenario Level (#): 6

    Turn: 15, Kess/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Warmonger Wasp
    WotR
    Monster 3
    Traits:
    Construct
    Vermin
    To Defeat:
    Combat 19
    You may not play spells that have the Attack trait.
    Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
    While you act, all damage dealt by the Warmonger Wasp is Poison damage.
    This construct is an amalgum of protoplasmic flesh and pure chaos_

    Spoiler:
    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_

    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:
    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:
    Dominion Scientist
    WotR
    Monster 3
    Traits:
    Aberration
    Sorcerer
    To Defeat:
    Combat 21
    OR Knowledge 15
    Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
    These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_

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

    Weapons
    Spoiler:
    Holy Glaive of Speed
    WotR
    Weapon 5
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+2. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 2d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may put this card on top of your deck to reroll the dice; take the new result.

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

    Spoiler:
    Heavy 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:
    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:
    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.

    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:
    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:
    Elemental Bombardment
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Spoiler:
    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:
    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.

    Armors
    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:
    Celestial Armor
    WotR
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    At the end of your turn, bury this card to move.
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    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:
    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.

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

    Spoiler:
    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:
    Evocation Staff
    WotR
    Item 5
    Traits:
    Staff
    Magic
    Arcane
    Attack
    To Acquire:
    Intellgence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.

    Allies
    Spoiler:
    Pegasus
    WotR
    Ally 3
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Survival 11
    At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
    Discard this card to explore your location, or to move to another location and explore it.

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

    Spoiler:
    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 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:
    Suurlahetas
    WotR
    Ally 5
    Traits:
    Outsider
    Devil
    To Acquire:
    None 0
    To acquire this card, shuffle a random monster from the box into each open location deck without looking at them.
    Discard this card to add 2d6 and the Fire trait to your combat check.
    Banish this card to search a location deck for a boon and add it to your hand.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 15

    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 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 3 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 Kess/Gimry:
    Spoiler:
    Hourglass Card 4 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 5 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Shardra/AbrahamZ.
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 6 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Kess/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    Blessing of 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 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 Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 11 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 12 Kess/Gimry:
    Spoiler:
    Hourglass Card 12 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 13 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 Shardra/AbrahamZ.
    Blessing of 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 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 Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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: Cavern
    Closed
    At This Location: At the end of your turn, move to a random location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Corruption Forge
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Shardra/AbrahamZ., Cogsnap/tcolmaster01, None

    Location #3: 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: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Great Hall Card 1 (Yealek-Vor):
    Yealek-Vor
    None
    Villain 6
    Type: Monster
    Traits:
    Cleric
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat
    Divine
    Wisdom 30
    THEN Combat 40
    Yealek-Vor is immune to the Electricity and Poison traits.
    Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
    If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.
    Great Hall Card 2:
    Explosive Runes
    WotR
    Barrier B
    Traits:
    Trap
    Magic
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
    Great Hall Card 3:
    Incubus
    WotR
    Monster 2
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 15
    The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
    Before you act, another character at your location summons and encounters this adventure's servitor demon.
    If undefeated, banish an ally that does not have the Animal trait.
    Great Hall Card 4:
    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.
    Great Hall Card 5:
    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 6:
    Traitor's Blade
    WotR
    Weapon 5
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 13
    If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
    When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.

    Location #4: Sanctum
    Abyssal
    At This Location: When you move, bury a card.
    When Closing: Banish a card that has the Corrupted trait.
    When Permanently Closed: On closing, you may bury a card to move.
    M: 2 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Kess/Gimry, Seoni/TheChu, None
    Sanctum Card 1:
    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.
    Sanctum Card 2:
    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_
    Sanctum Card 3:
    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.
    Sanctum Card 4 (Corruption Demon):
    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.

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

    Location #6: 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


    ========================
    Kess starts her turn.
    Hour: Blessing of Sarenrae
    Hour Power:No effect.
    Location: Sanctum
    Location Power:When you move, bury a card.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
  • If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.

    Move to Great Hall

    Yealek-Vor:

    None
    Villain 6
    Type: Monster
    Traits:
    Cleric
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat
    Divine
    Wisdom 30
    THEN Combat 40
    Yealek-Vor is immune to the Electricity and Poison traits.
    Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
    If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.

    Location Power - Encounter servitor Demon

    Favored of Deskari:

    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.

    Recharge/Draw new hand

    Combat 35: 1d10 + 7 + 1d12 + 1d4 + 5 + 1d12 + 6 ⇒ (10) + 7 + (7) + (2) + 5 + (9) + 6 = 46

    Roll Details:

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

    Use my Green Faith to bless
    Recharge Shaman for Brawlers Aid

    Forced Reroll
    Combat 35: 1d10 + 7 + 1d12 + 1d4 + 5 + 1d12 + 6 ⇒ (1) + 7 + (6) + (1) + 5 + (12) + 6 = 38

    Roll Details:

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

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

    Now encounter Villain
    Recharge/Draw new hand

    Just to be safe, I'm going to hold off doing Villain fight until guard checks are done.


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

    Knowledge 12 - cannot fail.

    Guard check: at closed location.


    Deck Handler

    Divine 12, mythic: 1d10 + 7 + 4 ⇒ (1) + 7 + 4 = 12

    No guard check due to being at a closed location.


    I'll do Seoni's Knowledge check
    Knowledge: 3d8 + 8 ⇒ (2, 6, 6) + 8 = 22
    Use Foreign Trader to Bless and add Int die

    Yealek-Vor:

    None
    Villain 6
    Type: Monster
    Traits:
    Cleric
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat
    Divine
    Wisdom 30
    THEN Combat 40
    Yealek-Vor is immune to the Electricity and Poison traits.
    Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
    If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.

    Scenaio power, recharge hand, then draw 1 card (Cloud Puff)
    BYA Damage: 1d4 + 1 ⇒ (1) + 1 = 2
    Recharge Chain Mail to prevent damage
    Auto fail the BYA so bury 1 card and draw 1 card (Shaman)

    Combat 30: 1d10 + 7 + 1d20 + 1d10 + 6 ⇒ (2) + 7 + (12) + (6) + 6 = 33

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d20 (1d12)
    Blessed - 1d10
    Mythic Marshall (Str) - 6

    Use Mythic Charge
    Use Seoni's Pulura to bless

    Use Enervation on the next check
    Enervate: 2d4 ⇒ (3, 1) = 4

    Combat 36(40-4): 1d10 + 7 + 1d20 + 1d4 + 5 + 1d10 + 5 ⇒ (7) + 7 + (12) + (1) + 5 + (7) + 5 = 44

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d20 (1d12)
    Brawlers Aid - 1d4+5
    Blessed - 1d10
    Mythic Marshall (Str) - 5

    Use Mythic Charge
    Use Cogs Carnival to bless
    Recharge Shaman for Brawlers Aid

    Ha! Don't flip anything for Carnival

    VICTORY!


    DEVELOPMENT

    You’ve disbanded yet another conspiracy of cultists and demons, and you’ve reclaimed the lost dwarven sky citadel at Jormurdun. Time seemed entirely out of joint inside its halls, so returning to a more stable land is a welcome change. The Worldwound is still
    under the demons’ control, but you know you will take it back.

    Your army has instructions to meet you south of Frostmire. They cannot cross the Frostmire Fen as you descend down the mountains from the sky citadel, so they’ll have to cut across the southern end of the mountains and across the Sarkoris River. You can meet them there, but you have a quick stop to make first…

    REWARDS

    Each character chooses ally or blessing, then draws a boon of that type that has an adventure deck number of 5 or 6 from the game box.

    For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in her deck with the loot Mournful Razor. At the end of each scenario, return the loot to the game box.
    Each character gains a medal on the troop Champions of Mendev. (Note the medal on your Chronicle sheet instead of checking it off on the troop card.)

    Spiked Plate (Armor 3)
    Eagle Knight Dress Uniform (Armor 1)
    Mantle of Faith (Armor 6)
    Skinstitcher's Manual (Item 4)
    Swarmlord's Jar (Item 3)
    Elemental Bombardment (Spell 5)
    Time Stop (Spell 6)
    Spirit Blade (Weapon 3)


    1-6C: FATE HANGS IN THE BALANCE
    Four years ago, the half-orc rogue Aucinda Fermender disappeared. Of course, rogues disappear all the time, so you may wonder: Why was this one special? Well-informed adventurers know that Aucinda was the leader of a group of Shining Crusaders who came upon a strange feature of the Worldwound: the Hanging Tower.

    To say that the so-called Hanging Tower stands at the edge of the Northmound Plateau overlooking Frostmire is something of an error, for the tower doesn’t “stand” at all. Shaped like an inverted obelisk of dark red marble, the tower isn’t connected to the ground. Its lowest point hovers with impossible stability several inches above the earth. Not only does the structure’s physical impossibility point to an unearthly origin, its exterior and internal architecture resemble nothing in the Sarkorian tradition. Though some suggest it is yet another unimaginable abomination disgorged from the Abyss, its recent appearance indicates its origin might not be tied to the opening of the Worldwound.

    The Hanging Tower measures a staggering 458 feet in height from its lowest point to its 150-foot-wide apex. The tower appears to be made of stone, but a thin shell of magic akin to that created by temporal stasis shrouds its surface, preventing anyone from interacting with the tower’s actual material, so its composition remains a mystery. Only one entrance allows access into the tower: a trapezoidal archway on its eastern face, twenty feet above the ground.

    Since the tower mysteriously appeared, it has become overrun with demons. One of those, the treachery demon Yracandra, manipulated the rogue Aucinda into leading her troop into the tower. Yracandra controlled the lower portion of the tower while her foe, the vulture demon Firadreal, controlled the Hanging Heights atop the tower. You learned this because Aucinda got a message out to her commander in Kenabres. No one has heard from her since.

    Your descent from the sky citadel brings you conveniently close to the Hanging Tower. If you can find out what happened to Aucinda, you may inspire the defenders of Kenabres even further.

    1 to 50 of 3,242 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [PFSACG] The Complete Adventure Gameplay All Messageboards

    Want to post a reply? Sign in.