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During This Adventure: The servitor demon is the henchman 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:
After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
After closing 1 location, draw the cohort Aucinda Fermender from the box.
Cohort
Traits: Half-Orc Rogue
When you encounter a bane, shuffle this card into an open location deck to evade that bane, then move to that location. Put this card on top of your deck to move. Put this card on top of your deck to examine the bottom card of any location deck.
When a villain is defeated and cannot escape, put it next to this card. To win the scenario, both villains must be next to this card.
DISPLAY THE TROOP 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
Scenario Level (#): 6
Turn: 0, Kess/Gimry
Monsters
WotR
Monster 4
Traits:
Demon
Curse
To Defeat:
Combat 22
The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.
WotR
Monster B
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids_
WotR
Monster 2
Traits:
Outsider
To Defeat:
Combat 15
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_
WotR
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
WotR
Monster 5
Traits:
Outsider
Fiend
To Defeat:
Combat 21
The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.
Bred for battle, these swift, deadly fiends serve as grunts in demonic armies_
Barriers
WotR
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
WotR
Barrier 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.
WotR
Barrier 4
Traits:
Temptation
Deity
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
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Barrier 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
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Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
WotR
Weapon 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.
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.
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Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.
WotR
Weapon 2
Traits:
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
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Spell 3
Traits:
Magic
Arcane
Divine
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.
WotR
Spell B
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.
WotR
Spell 4
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 12
Display this card next to any character card. While displayed, that character may recharge a card at the end of her turn to move; you may discard this card to add 1d8 to any combat check at that character's location.
When you would discard this card for its power, if you do not have the Arcane skill, banish it instead; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discaring it.
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Spell 2
Traits:
Magic
Arcane
Divine
Mental
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
WotR
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Force
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Each other character at your location is dealt 1 Force damage. If you attempted this check to defeat a monster and failed, you may evade that monster.
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.
Armors
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Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Acrobatics 9
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Armor 2
Traits:
Heavy Armor
Magic
Healing
To Acquire:
Constitution
Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 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.
WotR
Armor 5
Traits:
Heavy Armor
Magic
Corrupted
Mythic
To Acquire:
Constitution
Fortitude 12
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
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.
Items
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Item 3
Traits:
Item
Mythic
To Acquire:
Banish an Item 0
Recharge this card and reveal a blessing to add your number of mythic charges to your Arcane or Divine check; then, if the revealed blessing had the Corrupted trait, expend a charge.
Discard this card to draw a random blessing from your discard pile.
WotR
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.
WotR
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic
To Acquire:
Intelligence
Craft
Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
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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.
WotR
Item 2
Traits:
Wand
Attack
Divine
Magic
To Acquire:
Wisdom
Divine 10
For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.
Allies
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Ally B
Traits:
Human
Ranger
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
WotR
Ally B
Traits:
Gnome
Bard
To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
WotR
Ally B
Traits:
Human
Hireling
To Acquire:
Craft 6
OR Charisma
Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.
WotR
Ally B
Traits:
Human
Hireling
To Acquire:
Charisma
Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
WotR
Ally 4
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.
Blessings
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Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
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.
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 30
[b]Hourglass
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the 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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Deskari
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Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of Xoveron
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Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of 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.
Location #1: Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Location #2: Harvester's Pit
Abyssal
At This Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
M: 4 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #3: Soul Foundry
Abyssal
At This Location: If you would recharge a card, discard it instead.
When Closing: Summon and defeat the henchman Ravener Terendelev.
When Permanently Closed: On closing, you may banish an ally to draw a random non-Basic, non-Elite weapon, armor, or item from the box.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #5: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #6: 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 #7: Middle of Nowhere
At This Location: You cannont play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do no discard that many cards from the blessings deck, you cannot move or be moved.
When Closing: This location is always closed, it cannot be opened.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
| Shardra Z. |
Starting location: Harvester's Pit (but will move on my turn)
"
Hand: Cloudburst, Ice Strike (Core), Flame Staff, Wand of Flying, Blessing of Qi Zhong, Blessing of Pulura, The All-Seeing Eye, Kolo (WoTR),
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Harvester's Pit
Hero Points: 7
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
Middle of Deck (Unknown Order): Blessing of Nethys 1, Summon Hellhounds, Sirocco, Cleric of Nethys, Transmogrify, Blessing of Nethys 2, Stole of the Inheritor, Fortune-Teller, Major Cure, Blessing of Xoveron, Aqueous Orb, Divine Blaze, Wayfarer, Crystal Ball
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fort: Con +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +3
Knowledge: Wis +2
Charisma d6 ☑ +1 ☑ +2
Favored Card: Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors | ☐ Heavy Armors
POWERS (Role: Visionary):
When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.
When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. ([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 - The Chu |
Seoni starts at the Occult Library.
Hand: Good Omen (Core), Lightning Bolt (Core), Chalice of Ozem, Acadamae Student (Peri), Acadamae Scholar (Hanneman), The Foreign Trader,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Occult Library
Hero Points: 5
Mythic Charges: 6
NOTES:
Available Support: Saving for myself - None
* Good Omen - Add 1d6+# to any check to acquire, close, or guard
* Academae Student - Add 1d4 to a local Arcane check or local check against an Outsider bane
* Chalice of Ozem - Display next to local character to give that character 1d6 to all checks, recharged at EoT
* The Foreign Trader - Add 1 die to local non-Combat check and also add 1d8
Movement: Move me to the Torture Chamber if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Wand of Enervation (Core), Death's Touch (Core), Blessing of Pharasma, Meteor Swarm (Core), Blessing of Sivanah, Fireball Beads, Nightspear (Thorn), Blessing of Abadar, Toff Ornelos, Poison Blast (Core), Gem of Mental Acuity (Core), Count Jeggare, Magic Leather Armor (Core), Vampiric Touch, Disintegrate (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Knowledge: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
- Perception: Wisdom+2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: Charisma+2
Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
POWERS:
- For your power feat, you may check any 1 of the traits below. That trait applies in any power that uses the word ""mastered.""
☐ Acid ☑ Cold ☑ Electricity ☑ Fire
☑ You may add 1 mastered trait to your check.
- Before your combat check, you may discard a card to draw an Arcane (□ or Magic) or mastered card from your discards or recovery pile.
- On your check to recharge an Attack or mastered spell (☑ or item), you may automatically succeed.
- When you acquire a card that has a mastered trait or an ally (☑ or a spell) you may draw a card.
- ☑ Add 4 to your check that has a mastered trait.
- Reduce damage of a mastered type you suffer by 2 (□ 4).
- Mythic Archmage:
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
- Knights of Kenabres: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks:
Righteous Medal of Command: Charisma
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
- 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 Clarity: Knowledge: Intelligence +5
Mythic Medal of Command: Arcane: Charisma +5
| TColMaster Cogsnap |
Starting Location: Cell
"
Hand: Bottled Lightning, Anesthetizing SLime, Elixir of Healing, Elixir of Focus, The Carnival, Blast Stone, Talisman of True Faith, Dragon's Breath (Core),
Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 4
Mythic Charges:6
Middle of Deck (Unknown Order): Clockwork Servant (Core), Clockwork Servant (Core) 2, Blessing of Norgorber, Acidic Bolas, Blessing of Nethys (Core), Potion of Focus, Blackfingers, Acid Flask (Core), Slick Leather, Crystalline Carnivore, Flame Cannon
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Mythic:Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Disable +3
Ranged +1
Constitution d6 ☐ +1 ☐ +2
Mythic:Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane +1
Craft +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 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.
| TColMaster |
During This Adventure: The servitor demon is the henchman 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:
After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
After closing 1 location, draw the cohort Aucinda Fermender from the box.
Cohort
Traits: Half-Orc Rogue
When you encounter a bane, shuffle this card into an open location deck to evade that bane, then move to that location. Put this card on top of your deck to move. Put this card on top of your deck to examine the bottom card of any location deck.
When a villain is defeated and cannot escape, put it next to this card. To win the scenario, both villains must be next to this card.
DISPLAY THE TROOP 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
Scenario Level (#): 6
Turn: 1, Shardra/AbrahamZ.
Monsters
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.
WotR
Monster 2
Traits:
Outsider
To Defeat:
Combat 15
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_
WotR
Monster 3
Traits:
Outsider
Demon
Fighter
AND
Dragon
To Defeat:
(Dragon)
Combat 21
THEN (Rider)
Combat 23
The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.
WotR
Monster 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_
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
Barriers
WotR
Barrier 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
WotR
Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic weapons instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealt 1d4+1 Combat damage. Otherwise the barrier is defeated.
After you act, banish this barrier.
WotR
Barrier 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.
WotR
Barrier 6
Traits:
Trap
Magic
Arcane
To Defeat:
Constitution
Fortitude
Wisdom 17
OR Disable 15
If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.
Weapons
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
WotR
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic
To Acquire:
Strength
Melee
Arcane
Divine 16
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.
WotR
Weapon 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.
WotR
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.
WotR
Weapon 4
Traits:
Hammer
Melee
Bludgeoning
Magic
Corrupted
Mythic
To Acquire:
Strength
Melee 16
If this card has the Corrupted trait, the difficulty of checks using this weapon against a bane that has the Demon trait increases by 5.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally expend a mythic charge to add another 2d6 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Spells
WotR
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Cold
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.
WotR
Spell 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.
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.
WotR
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
WotR
Spell 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.
Armors
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Recharge this card to ignore a non-villain monster's power that happens before you act.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 2
Traits:
Heavy Armor
Magic
Veteran
To Acquire:
Constitution
Fortitude
Charisma 8
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 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.
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.
Items
WotR
Item 3
Traits:
Item
Mythic
To Acquire:
Banish an Item 0
Recharge this card and reveal a blessing to add your number of mythic charges to your Arcane or Divine check; then, if the revealed blessing had the Corrupted trait, expend a charge.
Discard this card to draw a random blessing from your discard pile.
WotR
Item 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.
WotR
Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
WotR
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.
WotR
Item 1
Traits:
Book
To Acquire:
Melee
Ranged 8
Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.
Allies
WotR
Ally 6
Traits:
Deity
Outsider
Demon
Aristocrat
Temptation
To Acquire:
Charisma
Diplomacy 20
Banish this card to add 2d20 to any check to defeat a villain. After the encounter, if you don't win the scenario, banish your hand, deck, and discard pile.
WotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 10
Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.
WotR
Ally 5
Traits:
Undead
Lich
Evoker
To Acquire:
None 0
Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
Banish this card and discard your hand to permanently close your location, then end your turn.
WotR
Ally B
Traits:
Human
Soldier
To Acquire:
Divine 9
OR Charisma
Diplomacy 6
Discard this card to reduce damage dealt before you act to a character at your location to 0.
Discard this card to explore your location. During this exploration, add 1 to your combat checks.
WotR
Ally B
Traits:
Elf
Hireling
To Acquire:
Charisma
Diplomacy 4
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
Blessings
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
WotR
Blessing 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.
Hours Remaining: 29
Hourglass
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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of Xoveron
WotR
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of 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.
Location #1: Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Cogsnap/tcolmaster01, None
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 21
OR Wisdom 13
The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
If you played a boon to examine this card, bury the boon.
WotR
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.
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.
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
WotR
Item 3
Traits:
Liquid
Magic
Divine
To Acquire:
Craft
Wisdom
Divine 12
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
WotR
Ally 2
Traits:
Human
Hireling
To Acquire:
Intelligence
Knowledge
Charisma
Diplomacy 9
Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
WotR
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.
WotR
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
WotR
Weapon 4
Traits:
Pick
Melee
Piercing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.
WotR
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.
Location #2: Harvester's Pit
Abyssal
At This Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
M: 4 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/AbrahamZ., None
WotR
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
WotR
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.
WotR
Monster 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_
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
WotR
Item B
Traits:
Liquid
Mythic
To Acquire:
Wisdom
Divine 9
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.
WotR
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Veteran
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.
WotR
Monster 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.
WotR
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 14
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
This sinister crouching humanoid resembles a horned, winged demon statue_
WotR
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.
Location #3: Soul Foundry
Abyssal
At This Location: If you would recharge a card, discard it instead.
When Closing: Summon and defeat the henchman Ravener Terendelev.
When Permanently Closed: On closing, you may banish an ally to draw a random non-Basic, non-Elite weapon, armor, or item from the box.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
WotR
Monster 5
Traits:
Outsider
Demon
To Defeat:
Combat 25
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.
WotR
Barrier 4
Traits:
Temptation
To Defeat:
None 0
Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
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.
WotR
Monster 1
Traits:
Undead
Cleric
Veteran
To Defeat:
Combat 11
OR Divine 8
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 8
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.
WotR
Item 3
Traits:
Object
Magic
To Acquire:
Arcane
Divine
Craft 9
Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1.
When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6.
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
WotR
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.
Location #4: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Kess/Gimry, Seoni/TheChu, None
WotR
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
WotR
Monster 6
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 25
The Black Flame Vrolikai may not be evaded and is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before the encounter, roll 1d4; on a 1, bury your role card.
If undefeated, bury your role card.
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.
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.
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30
THEN Combat 30
Yracandra may not be evaded and is immune to the Electricity and Poison traits.
Before you act, each character at this location recharges 2 random cards, then must succeed at a Wisdom 14 check or expend 1d4 mythic charges.
The first time that you fail a check to defeat Yracandra, before you are dealt damage, draw a number of cards equal to your hand size.
If defeated, each character at this location draws 2 cards.
WotR
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
WotR
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
WotR
Item 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.
Location #5: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
WotR
Monster 5
Traits:
Outsider
Fiend
To Defeat:
Combat 21
The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.
Bred for battle, these swift, deadly fiends serve as grunts in demonic armies_
WotR
Monster 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_
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 40
Firadreal is immune to the Electricity and Poison traits.
During this encounter, on any check, you may roll a d4 instead of the normal die; for each die you roll that is not a d20 or a d4, bury a card from your deck.
Before you act, each character at your location is dealt 1d4+1 Electricity damage, then must succeed at a Constitution or Fortitude 9 check or that character may not play boons that have the Attack trait or weapons during this encounter.
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 21
OR Wisdom 13
The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
If you played a boon to examine this card, bury the boon.
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
Ally 1
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.
WotR
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.
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.
WotR
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 14
OR Disable 11
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.
Location #6: 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
WotR
Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.
WotR
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
WotR
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.
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
WotR
Item B
Traits:
Liquid
Mythic
To Acquire:
Wisdom
Divine 9
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.
WotR
Monster 4
Traits:
Undead
Incorporeal
To Defeat:
Combat 22
The Greater Shadow is immune to the Mental and Poison traits.
If the check to defeat has the Basic or Elite trait, the Greater Shadow is undefeated.
When you are dealt damage by the Greater Shadow, you must first choose blessings to discard as your damage, if you have any.
Negative energy and devoured souls increase its size_
WotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 10
Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.
WotR
Armor 1
Traits:
Heavy Armor
Veteran
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.
WotR
Barrier B
Traits:
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.
Location #7: Middle of Nowhere
At This Location: You cannont play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do no discard that many cards from the blessings deck, you cannot move or be moved.
When Closing: This location is always closed, it cannot be opened.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
| Shardra Z. |
It is the hour of Nethys
Move to: Occult Library
Scenario Power: If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
Knowledge 12, mythic, Kolo: 1d10 + 6 + 6 + 3 ⇒ (9) + 6 + 6 + 3 = 24
Location Power: When you play a card that has the Book trait, banish it.
Shardra power: When you succeed at a Knowledge check, you may examine the top two cards of any location deck. Occult Library 1=Poison Spiked Pit Trap 2=Black Flame Vrolikai
Free exploration
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.
Shardra power: use Knowledge for checks vs barriers
Knowledge 8+6=14, mythic, kolo: 1d10 + 6 + 6 + 3 ⇒ (4) + 6 + 6 + 3 = 19
Shardra power: When you succeed at a Knowledge check, you may examine the top two cards of any location deck. Torture Chamber 1=Tarry Fiend; 2=Will-O'-Wisp
Choose NOT to take the free exploration from Poison Spiked Pit Trap (don't want to risk losing my role card so early in the scenario)
Bury Wand of Flying to Recovery to examine top card of Harvester's Pit 1=Good Omen and Cell 1=Blasphemy Demon. Blasphemy Demon power: have to bury Wand of Flying but it is already buried to Recovery. QUESTION FOR BR: Does this power mean that it is *actually* buried? Or does it still go to Recovery?
Then (from Wand of Flying) move to Harvester's Pit
Scenario Power: If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
Knowledge 12, mythic, Kolo: 1d10 + 6 + 6 + 3 ⇒ (8) + 6 + 6 + 3 = 23
Location Power: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Shardra power: When you succeed at a Knowledge check, you may examine the top two cards of any location deck. Soul Foundry 1=Demon Brawl (closing henchman) 2=Corruption Demon
Discard All-Seeing Eye to examine top 2 cards of location, reorder as: Wrecker Demon, Good Omen, then explore
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_
Reveal Flame Staff
Combat 14, mythic: 1d10 + 7 + 6 + 1d4 ⇒ (3) + 7 + 6 + (2) = 18 banished
Reveal Qi Zhong to heal a random card from discards (All-Seeing Eye is the only card in discards), then discard Qi Zhong - but recharge because of the hour, then explore
Encounter Good Omen but autofail Location Power Str 9 check, so boon is evaded. Location is shuffled.
Discard Pulura to explore shuffled location
Harvester's Pit: 1d10 ⇒ 1 Good Omen again, which is again auto-evaded. Location is shuffled again.
Recovery Phase:
Recharge Wand of Flying (unless demon power earlier prevents it?) Divine 12, mythic: 1d10 + 7 + 6 ⇒ (4) + 7 + 6 = 17
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:
Cogsnap - Cell 1-10 remain // 1=Blasphemy Demon
Shardra - Harvester's Pit 1, 3-10 (all shuffled) remain // 1=Good Omen
Soul Foundry 1-10 remain // 1=Demon Brawl (closing henchman); 2=Corruption Demon
Kess, Seoni - Occult Library 2-10 remain // 2=Black Flame Vrolikai
Torture Chamber 1-10 remain // 1=Tarry Fiend; 2=Will-O'-Wisp
Cavern 1-10 remain
Middle of Nowhere"
"
Hand: Cloudburst, Ice Strike (Core), Summon Hellhounds, Flame Staff, Cleric of Nethys, The All-Seeing Eye, Kolo (WoTR),
Displayed:
Deck: 14 Discard: 1 Buried: 0
Current Location: Harvester's Pit
Hero Points: 7
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
Summon Hellhounds: +2d6 & fire trait to combat checks at my location until the end of my turn
Middle of Deck (Unknown Order): Wayfarer, Aqueous Orb, Major Cure, Blessing of Nethys 1, Blessing of Nethys 2, Crystal Ball, Transmogrify, Stole of the Inheritor, Divine Blaze, Blessing of Xoveron, Sirocco, Fortune-Teller
Recharged: Blessing of Qi Zhong, Wand of Flying,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fort: Con +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +3
Knowledge: Wis +2
Charisma d6 ☑ +1 ☑ +2
Favored Card: Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors | ☐ Heavy Armors
POWERS (Role: Visionary):
When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.
When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. ([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
| TColMaster |
During This Adventure: The servitor demon is the henchman 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:
After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
After closing 1 location, draw the cohort Aucinda Fermender from the box.
Cohort
Traits: Half-Orc Rogue
When you encounter a bane, shuffle this card into an open location deck to evade that bane, then move to that location. Put this card on top of your deck to move. Put this card on top of your deck to examine the bottom card of any location deck.
When a villain is defeated and cannot escape, put it next to this card. To win the scenario, both villains must be next to this card.
DISPLAY THE TROOP 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
Scenario Level (#): 6
Turn: 2, Seoni/TheChu
Monsters
WotR
Monster 2
Traits:
Outsider
To Defeat:
Combat 15
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_
WotR
Monster 4
Traits:
Ooze
Aquatic
To Defeat:
Combat 22
OR Dexterity 16
The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.
If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_
WotR
Monster 5
Traits:
Undead
Ghoul
To Defeat:
Combat 23
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.
WotR
Monster 1
Traits:
Plant
To Defeat:
Combat 11
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses_
WotR
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
Barriers
WotR
Barrier B
Traits:
Task
Cache
To Defeat:
None 0
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
WotR
Barrier 4
Traits:
Trap
Magic
Arcane
Mythic
To Defeat:
Arcane
Divine 17
OR Intelligence
Knowledge
Stealth 14
Before you act, each other character at your location must summon and encounter the Mythic Glyph.
If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
After you act, banish this barrier.
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.
Weapons
WotR
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic
To Acquire:
Strength
Melee
Arcane
Divine 16
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.
WotR
Weapon 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.
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.
WotR
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. Add another 1d8 if the bane has the Demon trait. If not proficient with weapons, the difficulty of this check is increased by 4.
WotR
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
WotR
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane 13
OR Wisdom
Divine 9
Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.
WotR
Spell 2
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.
WotR
Spell 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.
WotR
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 8
Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.
WotR
Spell 5
Traits:
Magic
Arcane
Divine
Attack
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.
Armors
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.
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Reveal this card to add 2 and the Piercing trait to your Melee combat or Diplomacy check.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 2
Traits:
Heavy Armor
Magic
Healing
To Acquire:
Constitution
Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma 8
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 2
Traits:
Heavy Armor
Magic
Veteran
To Acquire:
Constitution
Fortitude
Charisma 8
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Items
WotR
Item 4
Traits:
Book
Magic
Corrupted
Mythic
To Acquire:
Arcane
Craft
Divine
Knowledge 12
Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.
After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card insted of burying it.
WotR
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic
To Acquire:
Intelligence
Craft
Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
WotR
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Melee 11
If this is your first combat check of the turn, reveal this card to add 1d8 to your Strength or Melee check. After playing this card, if proficient with light armors, you may recharge this card and draw a card.
WotR
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.
WotR
Item 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.
Allies
WotR
Ally 1
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.
WotR
Ally 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.
WotR
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 9
Discard this card to give any number of cards to another character.
Discard this card to explore your location.
WotR
Ally 4
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.
WotR
Ally 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.
Blessings
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
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.
Hours Remaining: 28
Hourglass
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of Xoveron
WotR
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Xoveron
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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.
Location #1: Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Cogsnap/tcolmaster01, None
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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.
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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.
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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.
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
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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.
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Ally 2
Traits:
Human
Hireling
To Acquire:
Intelligence
Knowledge
Charisma
Diplomacy 9
Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
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Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.
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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_
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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.
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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.
Location #2: Harvester's Pit
Abyssal
At This Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
M: 3 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/AbrahamZ., None
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Item B
Traits:
Liquid
Mythic
To Acquire:
Wisdom
Divine 9
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.
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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.
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Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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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.
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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_
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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.
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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.
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
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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_
Location #3: Soul Foundry
Abyssal
At This Location: If you would recharge a card, discard it instead.
When Closing: Summon and defeat the henchman Ravener Terendelev.
When Permanently Closed: On closing, you may banish an ally to draw a random non-Basic, non-Elite weapon, armor, or item from the box.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
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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.
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Barrier 4
Traits:
Temptation
To Defeat:
None 0
Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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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.
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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.
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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.
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Spell 2
Traits:
Magic
Arcane
Divine
Attack
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 8
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.
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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.
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Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
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Weapon 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.
Location #4: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 2 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Kess/Gimry, Seoni/TheChu, None
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Monster 6
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 25
The Black Flame Vrolikai may not be evaded and is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before the encounter, roll 1d4; on a 1, bury your role card.
If undefeated, bury your role card.
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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.
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Spell 2
Traits:
Magic
Arcane
Divine
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30
THEN Combat 30
Yracandra may not be evaded and is immune to the Electricity and Poison traits.
Before you act, each character at this location recharges 2 random cards, then must succeed at a Wisdom 14 check or expend 1d4 mythic charges.
The first time that you fail a check to defeat Yracandra, before you are dealt damage, draw a number of cards equal to your hand size.
If defeated, each character at this location draws 2 cards.
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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.
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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_
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Spell 2
Traits:
Magic
Arcane
Divine
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
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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.
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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.
Location #5: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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Monster 5
Traits:
Outsider
Fiend
To Defeat:
Combat 21
The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.
Bred for battle, these swift, deadly fiends serve as grunts in demonic armies_
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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_
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 40
Firadreal is immune to the Electricity and Poison traits.
During this encounter, on any check, you may roll a d4 instead of the normal die; for each die you roll that is not a d20 or a d4, bury a card from your deck.
Before you act, each character at your location is dealt 1d4+1 Electricity damage, then must succeed at a Constitution or Fortitude 9 check or that character may not play boons that have the Attack trait or weapons during this encounter.
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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.
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Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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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.
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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.
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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.
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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.
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Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
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.
Location #6: 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
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Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.
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Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
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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.
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
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Item B
Traits:
Liquid
Mythic
To Acquire:
Wisdom
Divine 9
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.
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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_
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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.
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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.
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Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.
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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.
Location #7: Middle of Nowhere
At This Location: You cannont play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do no discard that many cards from the blessings deck, you cannot move or be moved.
When Closing: This location is always closed, it cannot be opened.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
| Seoni - The Chu |
========================
Seoni starts her turn.
Hour: Blessing of the Inheritor
Hour Power:No effect.
Location: Occult Library
Location Power: When you play a card that has the Book trait, banish it.
Scenario Powers: After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
After closing 1 location, draw the cohort Aucinda Fermender from the box.
When a villain is defeated and cannot escape, put it next to this card. To win the scenario, both villains must be next to this card.
Seoni moves to the Torture Chamber and explores.
Monster 5
Traits:
Outsider
Fiend
To Defeat:
Combat 21
The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.
Bred for battle, these swift, deadly fiends serve as grunts in demonic armies_
Auto-succeed the BYA Arcane 15 check
Combat 21: 1d12 + 4 + 2 + 6 + 1d6 + 4 + 5 + 3d6 ⇒ (12) + 4 + 2 + 6 + (4) + 4 + 5 + (5, 4, 2) = 48
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 6
Miscellaneous: Count Jeggare: 1d6
Adding/Existing Elemental Mastery Trait: 4
Mythic Medal of Command: Arcane: 5
Lightning Bolt: 3d6
Discarding Academae Student to explore again
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_
BYA Wisdom 10: 1d6 + 4 ⇒ (4) + 4 = 8
Wisdom: 1d6
Adding/Existing Elemental Mastery Trait: 4
Recharge: 1d4 ⇒ 1 = recharging Good Omen
Wisdom 14: 1d6 + 4 + 1d6 + 1d6 + 1d8 ⇒ (4) + 4 + (3) + (6) + (2) = 19
Wisdom: 1d6
Adding/Existing Elemental Mastery Trait: 4
Chalice of Ozem: 1d6
Bless: 1d6
The Foreign Trader (Intelligence die): 1d8
Hand: Death's Touch (Core), Nightspear (Thorn), Acadamae Scholar (Hanneman), Blessing of Abadar, Count Jeggare,
Displayed: Magic Leather Armor (Core),
Deck: 13 Discard: 2 Buried: 0
Current Location: Torture Chamber
Hero Points: 5
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.
* 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
* 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 Torture Chamber if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Blessing of Pharasma, Toff Ornelos, Gem of Mental Acuity (Core), Vampiric Touch, Meteor Swarm (Core), Disintegrate (Core), Blessing of Sivanah, Fireball Beads, Wand of Enervation (Core), Poison Blast (Core)
Recharged: Lightning Bolt (Core), Good Omen (Core), Chalice of Ozem,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Knowledge: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
- Perception: Wisdom+2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: Charisma+2
Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
POWERS:
- For your power feat, you may check any 1 of the traits below. That trait applies in any power that uses the word ""mastered.""
☐ Acid ☑ Cold ☑ Electricity ☑ Fire
☑ You may add 1 mastered trait to your check.
- Before your combat check, you may discard a card to draw an Arcane (□ or Magic) or mastered card from your discards or recovery pile.
- On your check to recharge an Attack or mastered spell (☑ or item), you may automatically succeed.
- When you acquire a card that has a mastered trait or an ally (☑ or a spell) you may draw a card.
- ☑ Add 4 to your check that has a mastered trait.
- Reduce damage of a mastered type you suffer by 2 (□ 4).
- Mythic Archmage:
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
- Knights of Kenabres: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks:
Righteous Medal of Command: Charisma
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
- 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 Clarity: Knowledge: Intelligence +5
Mythic Medal of Command: Arcane: Charisma +5
End of Turn Summary:
- Moved to Torture Chamber
- Defeated Cards 1,2 of Torture Chamber (Tarry Fiend, Will-O'-Wisp)
- Discarded Academae Student, The Foreign Trader
- Recharged Lightning Bolt, Good Omen, Chalice of Ozem
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:
Cogsnap - Cell 1-10 remain // 1=Blasphemy Demon
Shardra - Harvester's Pit 1, 3-10 (all shuffled) remain // 1=Good Omen
Soul Foundry 1-10 remain // 1=Demon Brawl (closing henchman); 2=Corruption Demon
Kess - Occult Library 2-10 remain // 2=Black Flame Vrolikai
Seoni - Torture Chamber 3-10 remain
Cavern 1-10 remain
Middle of Nowhere
| TColMaster Cogsnap |
Out of Turn Updates: None
Turn - Hour:Blessing of Ascension
Hour Rules: None
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: Succeed at a Strength or Disable 7 check to move or be moved.
Explore: Blasphemy Demon
Dragon's Breath
Combat 21: 1d10 + 10 + 3d6 ⇒ (6) + 10 + (4, 1, 3) = 24
Defeated
Use Talisman of True Faith to act as top card in blessing pile to discard it to explore.
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.
Autofail that...
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Dragon's Breath Arcane 13: 1d10 + 10 ⇒ (9) + 10 = 19
Cogsnap resets their hand.
[u]Summary[/u]
Acquired: None
Banished: Blasphemy Demon
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"
Hand: Bottled Lightning, Anesthetizing SLime, Elixir of Healing, Elixir of Focus, The Carnival, Blast Stone, Slick Leather, Starbow,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Hero Points: 4
Mythic Charges:6
Middle of Deck (Unknown Order): Clockwork Servant (Core) 2, Acidic Bolas, Acid Flask (Core), Blackfingers, Clockwork Servant (Core), Blessing of Nethys (Core), Potion of Focus, Flame Cannon, Blessing of Norgorber, Crystalline Carnivore
Recharged: Dragon's Breath (Core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Mythic:Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Disable +3
Ranged +1
Constitution d6 ☐ +1 ☐ +2
Mythic:Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane +1
Craft +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 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.
| TColMaster |
During This Adventure: The servitor demon is the henchman 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:
After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
After closing 1 location, draw the cohort Aucinda Fermender from the box.
Cohort
Traits: Half-Orc Rogue
When you encounter a bane, shuffle this card into an open location deck to evade that bane, then move to that location. Put this card on top of your deck to move. Put this card on top of your deck to examine the bottom card of any location deck.
When a villain is defeated and cannot escape, put it next to this card. To win the scenario, both villains must be next to this card.
DISPLAY THE TROOP 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
Scenario Level (#): 6
Turn: 4, Kess/Gimry
Monsters
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 21
OR Wisdom 13
The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
If you played a boon to examine this card, bury the boon.
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
WotR
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
WotR
Monster 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_
WotR
Monster 5
Traits:
Outsider
Fiend
To Defeat:
Combat 21
The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.
Bred for battle, these swift, deadly fiends serve as grunts in demonic armies_
Barriers
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.
WotR
Barrier 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.
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.
WotR
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 14
OR Disable 11
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
Weapons
WotR
Weapon 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.
WotR
Weapon 3
Traits:
Spear
Ranged
Piercing
Magic
Mythic
Veteran
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.
WotR
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. Add another 1d8 if the bane has the Demon trait. If not proficient with weapons, the difficulty of this check is increased by 4.
WotR
Weapon 5
Traits:
Bow
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.
WotR
Weapon 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
WotR
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 8
Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.
WotR
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Cold
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.
WotR
Spell 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.
WotR
Spell 5
Traits:
Magic
Arcane
Divine
Attack
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.
WotR
Spell 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.
Armors
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.
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 5
Traits:
Light Armor
Magic
Mythic
To Acquire:
Constitution
Fortitude
Stealth 11
Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude
Arcane
Divine 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
WotR
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic
To Acquire:
Dexterity
Ranged 12
If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.
WotR
Item 2
Traits:
Object
To Acquire:
Charisma
Diplomacy 9
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
WotR
Item B
Traits:
Object
Divine
Veteran
To Acquire:
Divine 6
The difficulty of the check to acquire this card is increased by the scenario's adventure deck number.
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter.
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it.
WotR
Item 6
Traits:
Accessory
Divine
Iomedae
Mythic
To Acquire:
Wisdom
Divine 20
For your combat check, discard this card to use your Divine skill + 3d6 plus your number of mythic charges. If the check is to defeat a bane that has the Undead trait, add 3d12 instead of 3d6.
Recharge this card to add a card from the blessings deck to your hand. If the card has the Iomedae trait, shuffle a random card from the blessings discard pile into the blessings deck.
If your character would die, banish this card to shuffle your hand, your discard pile, and your buried cards into your deck instead; you are not dead.
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.
Allies
WotR
Ally 4
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.
WotR
Ally 1
Traits:
Mongrel
Guard
Veteran
To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.
WotR
Ally 1
Traits:
Human
Wizard
To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.
WotR
Ally 5
Traits:
Outsider
Devil
To Acquire:
None 0
To acquire this card, shuffle a random monster from the box into each open location deck without looking at them.
Discard this card to add 2d6 and the Fire trait to your combat check.
Banish this card to search a location deck for a boon and add it to your hand.
WotR
Ally 1
Traits:
Human
Wizard
To Acquire:
Intelligence
Knowledge 7
OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Blessings
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
WotR
Blessing 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.
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Current Hour:
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 26
Hourglass
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of Xoveron
WotR
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of 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.
Location #1: Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Cogsnap/tcolmaster01, None
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.
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
WotR
Item 3
Traits:
Liquid
Magic
Divine
To Acquire:
Craft
Wisdom
Divine 12
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
WotR
Ally 2
Traits:
Human
Hireling
To Acquire:
Intelligence
Knowledge
Charisma
Diplomacy 9
Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
WotR
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.
WotR
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
WotR
Weapon 4
Traits:
Pick
Melee
Piercing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.
WotR
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.
Location #2: Harvester's Pit
Abyssal
At This Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
M: 3 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/AbrahamZ., None
WotR
Item B
Traits:
Liquid
Mythic
To Acquire:
Wisdom
Divine 9
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.
WotR
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.
WotR
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
WotR
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.
WotR
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 14
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
This sinister crouching humanoid resembles a horned, winged demon statue_
WotR
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+2. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 2d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may put this card on top of your deck to reroll the dice; take the new result.
WotR
Weapon 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.
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
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_
Location #3: Soul Foundry
Abyssal
At This Location: If you would recharge a card, discard it instead.
When Closing: Summon and defeat the henchman Ravener Terendelev.
When Permanently Closed: On closing, you may banish an ally to draw a random non-Basic, non-Elite weapon, armor, or item from the box.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
WotR
Monster 5
Traits:
Outsider
Demon
To Defeat:
Combat 25
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.
WotR
Barrier 4
Traits:
Temptation
To Defeat:
None 0
Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
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.
WotR
Monster 1
Traits:
Undead
Cleric
Veteran
To Defeat:
Combat 11
OR Divine 8
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 8
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.
WotR
Item 3
Traits:
Object
Magic
To Acquire:
Arcane
Divine
Craft 9
Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1.
When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6.
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
WotR
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.
Location #4: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 2 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Kess/Gimry, None
WotR
Monster 6
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 25
The Black Flame Vrolikai may not be evaded and is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before the encounter, roll 1d4; on a 1, bury your role card.
If undefeated, bury your role card.
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.
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.
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30
THEN Combat 30
Yracandra may not be evaded and is immune to the Electricity and Poison traits.
Before you act, each character at this location recharges 2 random cards, then must succeed at a Wisdom 14 check or expend 1d4 mythic charges.
The first time that you fail a check to defeat Yracandra, before you are dealt damage, draw a number of cards equal to your hand size.
If defeated, each character at this location draws 2 cards.
WotR
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
WotR
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
WotR
Item 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.
Location #5: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 1 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Seoni/TheChu, None
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 40
Firadreal is immune to the Electricity and Poison traits.
During this encounter, on any check, you may roll a d4 instead of the normal die; for each die you roll that is not a d20 or a d4, bury a card from your deck.
Before you act, each character at your location is dealt 1d4+1 Electricity damage, then must succeed at a Constitution or Fortitude 9 check or that character may not play boons that have the Attack trait or weapons during this encounter.
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 21
OR Wisdom 13
The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
If you played a boon to examine this card, bury the boon.
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
Ally 1
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.
WotR
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.
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.
WotR
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 14
OR Disable 11
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.
Location #6: 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
WotR
Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.
WotR
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
WotR
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.
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
WotR
Item B
Traits:
Liquid
Mythic
To Acquire:
Wisdom
Divine 9
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.
WotR
Monster 4
Traits:
Undead
Incorporeal
To Defeat:
Combat 22
The Greater Shadow is immune to the Mental and Poison traits.
If the check to defeat has the Basic or Elite trait, the Greater Shadow is undefeated.
When you are dealt damage by the Greater Shadow, you must first choose blessings to discard as your damage, if you have any.
Negative energy and devoured souls increase its size_
WotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 10
Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.
WotR
Armor 1
Traits:
Heavy Armor
Veteran
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.
WotR
Barrier B
Traits:
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.
Location #7: Middle of Nowhere
At This Location: You cannont play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do no discard that many cards from the blessings deck, you cannot move or be moved.
When Closing: This location is always closed, it cannot be opened.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
| Kess - Gimry |
Start At Harvesters Pit
========================
Kess starts her turn.
Hour: Blessing of Abadar
Hour Power:No effect.
Location: Harvester's Pit
Location Power:When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Adventure Powers:
Scenario Powers:
WotR
Item B
Traits:
Liquid
Mythic
To Acquire:
Wisdom
Divine 9
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.
Strength 9 is an auto, so encounter this, but auto fail it
Discard Gozreh to explore again
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.
Strength 9 is an auto, so encounter this, but auto fail it
Discard Phantom to examine top of location, then explore
Strength 9 is an auto, so encounter this
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.
Intelligence 6: 1d6 ⇒ 5
Intelligence - 1d6
"
Hand: Crocodile Skin Madu, Ursine Rageskin, Bearskin Armor, Amulet of Furious Fists, Big Eyes (Wolf), Bulwinkle (Moose), Blessing of Gorum,
Displayed:
Deck: 12 Discard: 2 Buried: 0
Current Location: Harvester's Pit
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
Middle of Deck (Unknown Order): Smokey (Bear), Blessing of the Green Faith, Shaman, Blessing of the Green Faith (2), Councilor's Ring, Iron Knuckles, Magic Chain Mail, Kaa (Reed Moccasin), Gecks (Fire Gecko), Thylacine, Topaz of Strength, Cloud Puff
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
- Acrobatics: Dexterity +1
Constitution d8 ☑ +1 ☐ +2 ☐ +3
- Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☑ +2
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
POWERS:
For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ 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
Champions of Mendev - Arcane (Charisma + 5)
Champions of Mendev - Fortitude (Constitution + 5)
"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:
Cogsnap - Cell 1-8 remain
Shardra, Kess - Harvester's Pit 4-9 remain
Soul Foundry 1-10 remain // 1=Demon Brawl (closing henchman); 2=Corruption Demon
Occult Library 1-9 remain // 1=Black Flame Vrolikai
Seoni - Torture Chamber 1-8 remain
Cavern 1-10 remain
Middle of Nowhere"
| Shardra Z. |
It is the hour of Shelyn
Move to: Torture Chamber
Scenario Power: If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
Knowledge 12, mythic: 1d10 + 6 + 6 ⇒ (4) + 6 + 6 = 16
Shardra power: When you succeed at a Knowledge check, you may examine the top two cards of any location deck. Torture Chamber 1=Firadreal (villain!); 2=Blasphemy Demon
Location Power: Combat or Fire damage dealt to you is increased by 1d4.
Free exploration: skip
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:
Cogsnap - Cell 1-8 remain
Kess - Harvester's Pit 4-9 remain
Soul Foundry 1-10 remain // 1=Demon Brawl (closing henchman); 2=Corruption Demon
Occult Library 1-9 remain // 1=Black Flame Vrolikai
Seoni, Shardra - Torture Chamber 1-8 remain // 1=Firadreal (villain!); 2=Blasphemy Demon
Cavern 1-10 remain
Middle of Nowhere"
"
Hand: Cloudburst, Ice Strike (Core), Summon Hellhounds, Flame Staff, Cleric of Nethys, The All-Seeing Eye, Kolo (WoTR),
Displayed:
Deck: 13 Discard: 1 Buried: 1
Current Location: Torture Chamber
Hero Points: 7
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
Summon Hellhounds: +2d6 & fire trait to combat checks at my location until the end of my turn
Middle of Deck (Unknown Order): Divine Blaze, Blessing of Nethys 1, Aqueous Orb, Fortune-Teller, Sirocco, Wayfarer, Blessing of Nethys 2, Crystal Ball, Stole of the Inheritor, Blessing of Xoveron, Major Cure, Transmogrify
Recharged: Blessing of Qi Zhong,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fort: Con +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +3
Knowledge: Wis +2
Charisma d6 ☑ +1 ☑ +2
Favored Card: Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors | ☐ Heavy Armors
POWERS (Role: Visionary):
When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.
When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. ([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 - The Chu |
========================
Seoni starts her turn.
Hour: Blessing of Abraxas
Hour Power:No effect.
Location: Torture Chamber
Location Power: Combat or Fire damage dealt to you is increased by 1d4.
Scenario Powers: After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
After closing 1 location, draw the cohort Aucinda Fermender from the box.
When a villain is defeated and cannot escape, put it next to this card. To win the scenario, both villains must be next to this card.
SoT: Revealing Academae Scholar to heal Academae Student
Seoni moves to the Cavern and explores.
Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.
Combat 20: 1d12 + 4 + 2 + 6 + 1d6 + 4 + 5 + 3d6 + 3 ⇒ (2) + 4 + 2 + 6 + (3) + 4 + 5 + (5, 2, 5) + 3 = 41
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 6
Miscellaneous: Count Jeggare: 1d6
Adding/Existing Elemental Mastery Trait: 4
Mythic Medal of Command: Arcane: 5
Death's Touch (Core): 3d6+3
Mist Horror is shuffled into: 1d6 ⇒ 3 = Soul Foundry
Seoni is randomly moved to: 1d6 ⇒ 2 = Harvester's Pit
Auto-succeed at Knowledge check to not randomly select another destination :P
Discarding Nightspear to explore again, with first blessing I use shuffled instead of discarded
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.
Kess's Role Card goes to: 1d4 ⇒ 1 = Kess
Cogsnap's Role Card goes to: 1d3 ⇒ 1 = Cogsnap
Seoni's Role Card goes to: 1d2 ⇒ 1 = Seoni
Shardra's Role Card goes to: 1d1 ⇒ 1 = Shardra
HAHAHAHA WHO'S INSANE NOW?
Using Seoni's Discard power (Academae Scholar) to draw (Death's Touch) from discard or recovery pile
Combat 26: 1d12 + 4 + 2 + 6 + 1d6 + 4 + 5 + 3d6 + 3 ⇒ (7) + 4 + 2 + 6 + (3) + 4 + 5 + (3, 2, 4) + 3 = 43
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 6
Miscellaneous: Count Jeggare: 1d6
Adding/Existing Elemental Mastery Trait: 4
Mythic Medal of Command: Arcane: 5
Death's Touch (Core): 3d6+3
Hand: Good Omen (Core), Fireball Beads, Wand of Enervation (Core), Acadamae Student (Peri), Blessing of Abadar, Count Jeggare,
Displayed: Magic Leather Armor (Core),
Deck: 10 Discard: 4 Buried: 0
Current Location: Cavern
Hero Points: 5
Mythic Charges: 6
NOTES:
Available Support: Saving for myself - None
* Good Omen - Add 1d6+# to any check to acquire, close, or guard
* Wand of Enervation - On any combat check, decrease difficulty by 2d4
* Academae Student - Add 1d4 to a local Arcane check or local check against an Outsider bane
* 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
* 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 Torture Chamber if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Toff Ornelos, Poison Blast (Core), Meteor Swarm (Core), Gem of Mental Acuity (Core), Lightning Bolt (Core), Blessing of Sivanah, Blessing of Pharasma, Vampiric Touch, Disintegrate (Core), Chalice of Ozem
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Knowledge: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
- Perception: Wisdom+2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: Charisma+2
Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
POWERS:
- For your power feat, you may check any 1 of the traits below. That trait applies in any power that uses the word ""mastered.""
☐ Acid ☑ Cold ☑ Electricity ☑ Fire
☑ You may add 1 mastered trait to your check.
- Before your combat check, you may discard a card to draw an Arcane (□ or Magic) or mastered card from your discards or recovery pile.
- On your check to recharge an Attack or mastered spell (☑ or item), you may automatically succeed.
- When you acquire a card that has a mastered trait or an ally (☑ or a spell) you may draw a card.
- ☑ Add 4 to your check that has a mastered trait.
- Reduce damage of a mastered type you suffer by 2 (□ 4).
- Mythic Archmage:
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
- Knights of Kenabres: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks:
Righteous Medal of Command: Charisma
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
- 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 Clarity: Knowledge: Intelligence +5
Mythic Medal of Command: Arcane: Charisma +5
End of Turn Summary:
- Moved to Cavern
- Defeated Card 1 of Cavern (Mist Horror)
- Mist Horror is shuffled into Soul Foundry
- Moved to Harvester's Pit
- Defeated Card 4 of Harvester's Pit (Insane Bythos)
- Discarded Academae Scholar, Nightspear, Death's Touch
- Healed Academae Student
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:
Cogsnap - Cell 1-8 remain
Kess, Seoni - Harvester's Pit 5-9 remain
Soul Foundry 1-11 remain // Mist Horror is added to Soul Foundry and deck is shuffled
Occult Library 1-9 remain // 1=Black Flame Vrolikai
Shardra - Torture Chamber 1-8 remain // 1=Firadreal (villain!); 2=Blasphemy Demon
Cavern 2-10 remain
Middle of Nowhere
| TColMaster Cogsnap |
Out of Turn Updates: None
Turn - Hour: Blessing of Ascension
Hour Rules: None
SOT: Display Slick Leather
Give Card: None
Move: XX -> YY
Location Powers: Succeed at a Strength or Disable 7 check to move or be moved.
Explore: Waxberry
Henchman
Type: Barrier
Traits: Outsider Fiend
To Defeat: Combat 33
The Stringy Fiend may not be evaded and is immune to the Acid and Poison traits. Before you act, each character at a random other occupied location must succeed at a Dexterity or Acrobatics 10 check or move to this location and be unable to play weapons or spells during this encounter. If defeated, you may immediately attempt to close the location this henchman came from.
RNG other location: 1d6 ⇒ 6 No one is there!
Bottled Lightning
Combat 33: 1d8 + 15 + 3d8 + 1d6 ⇒ (1) + 15 + (1, 7, 1) + (6) = 31
Combat 33 Hero Point: 1d8 + 15 + 3d8 + 1d6 ⇒ (3) + 15 + (4, 5, 1) + (6) = 34
Waxberry Acquired
--Discard Waxberry to explore:
None Henchman 6
Type: Barrier
Traits: Demon Outsider
To Defeat: See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10. If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
Treachery Demon First
Elixir of Focus (put Blast Stone into Recovery)
Wis 12: 1d6 + 1d10 + 11 ⇒ (4) + (8) + 11 = 23
Combat Reduction: 1d6 ⇒ 5
Starbow
Combat 24-5=19: 1d8 + 15 + 1d6 + 3 ⇒ (8) + 15 + (5) + 3 = 31
VULTURE DEMON
Use Elixir of Focus to auto-succeed at the Con/Fort 9
Increase: 1d10 ⇒ 8
Starbow, The Carnival
Combat 19+8=27: 2d8 + 15 + 1d6 + 3 ⇒ (3, 2) + 15 + (1) + 3 = 24 Flip the 1 to a 6 to pass (29)
Bury Anestizing Slime to close
WPC: Move and end turn
Int 14: 1d10 + 9 ⇒ (5) + 9 = 14
Move to Occult Library
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Cannot fail to recover Blast Stone and Elixir of Focus
Bottled Lightning Craft 14: 1d10 + 11 ⇒ (9) + 11 = 20
Cogsnap resets their hand.
[u]Summary[/u]
Acquired: Waxberry
Banished: Demon Brawl
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
START OF KESS TURN
Elixir of Healing: 1d4 + 1 ⇒ (1) + 1 = 2
RNG: 1d3 ⇒ 1
Cannot fail to recover Elixir of Healing
"
Hand: Clockwork Servant (Core) 2, Blackfingers, Elixir of Healing, Blessing of Norgorber, Flame Cannon, Potion of Focus, Acid Flask (Core), Starbow,
Displayed: Slick Leather,
Deck: 12 Discard: 1 Buried: 1
Hero Points: 3
Mythic Charges:6
Middle of Deck (Unknown Order): The Carnival, Blast Stone, Dragon's Breath (Core), Acidic Bolas, Elixir of Focus, Crystalline Carnivore, Bottled Lightning, Bottled Lightning, Waxberry, Blessing of Nethys (Core), Clockwork Servant (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Mythic:Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Disable +3
Ranged +1 +5
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
Ranged: Dexterity + 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.
| TColMaster |
During This Adventure: The servitor demon is the henchman 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:
After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
After closing 1 location, draw the cohort Aucinda Fermender from the box.
Cohort
Traits: Half-Orc Rogue
When you encounter a bane, shuffle this card into an open location deck to evade that bane, then move to that location. Put this card on top of your deck to move. Put this card on top of your deck to examine the bottom card of any location deck.
When a villain is defeated and cannot escape, put it next to this card. To win the scenario, both villains must be next to this card.
DISPLAY THE TROOP 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
Scenario Level (#): 6
Turn: 8, Kess/Gimry
Monsters
WotR
Monster 4
Traits:
Outsider
To Defeat:
Combat 30
The Deacon of Death is immune to the Acid and Poison traits.
Before you act, if any locations are closed, you may bury a card to evade the Deacon of Death, summon and build the location Middle of Nowhere, and move there.
If any characters are dead, the difficulty to defeat is increased by 10.
Deacons of Death pilot skiffs along rivers in the Abyss_
WotR
Monster 4
Traits:
Demon
Curse
To Defeat:
Combat 22
The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
WotR
Monster 4
Traits:
Demon
Curse
To Defeat:
Combat 22
The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.
WotR
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
If undefeated, each character at your location is dealt 1d4-1 Combat damage and does not reset her hand.
As this ponderous golem inexorably advances, you'll only hear the sound of grinding stone_
Barriers
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
Barrier 5
Traits:
Obstacle
Magic
To Defeat:
Wisdom
Perception
Survival 15
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.
WotR
Barrier 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.
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Weapons
WotR
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.
WotR
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic
To Acquire:
Strength
Melee
Arcane
Divine 16
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.
WotR
Weapon 5
Traits:
Bow
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.
WotR
Weapon 5
Traits:
Knife
Ranged
Piercing
Magic
Corrupted
To Acquire:
Dexterity
Ranged 13
If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.
WotR
Weapon 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.
Spells
WotR
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
WotR
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Force
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Each other character at your location is dealt 1 Force damage. If you attempted this check to defeat a monster and failed, you may evade that monster.
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.
WotR
Spell 2
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.
WotR
Spell 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.
WotR
Spell 5
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 13
Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into her deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.
After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.
Armors
WotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude
Arcane
Divine 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 2
Traits:
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.
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
WotR
Item B
Traits:
Liquid
Mythic
To Acquire:
Wisdom
Divine 9
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.
WotR
Item 6
Traits:
Accessory
Divine
Iomedae
Mythic
To Acquire:
Wisdom
Divine 20
For your combat check, discard this card to use your Divine skill + 3d6 plus your number of mythic charges. If the check is to defeat a bane that has the Undead trait, add 3d12 instead of 3d6.
Recharge this card to add a card from the blessings deck to your hand. If the card has the Iomedae trait, shuffle a random card from the blessings discard pile into the blessings deck.
If your character would die, banish this card to shuffle your hand, your discard pile, and your buried cards into your deck instead; you are not dead.
WotR
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic
To Acquire:
Intelligence
Craft
Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
WotR
Item 5
Traits:
Accessory
Magic
Divine
To Acquire:
Wisdom
Divine 13
Put this card on top of your deck to add your number of mythic charges to your Charisma check.
On your turn, put this card on top of your deck to examine the top card of your location; if it is a weapon, an item, or an armor, you may explore your location.
Bury this card to draw 1 random non-Basic blessing from the box.
WotR
Item 6
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 13
Discard this card and attempt an Intelligence or Knowledge check with a difficulty of 5 plus twice the scenario's adventure deck number. If you succeed, move each character to any location; if you fail, move each character to a random location.
After you play this card, if each character is at a closed location, you may recharge this card instead of discarding it.
Allies
WotR
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 9
Discard this card to give any number of cards to another character.
Discard this card to explore your location.
WotR
Ally 1
Traits:
Human
Fighter
To Acquire:
Charisma
Diplomacy 7
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.
WotR
Ally 5
Traits:
Outsider
Devil
To Acquire:
None 0
To acquire this card, shuffle a random monster from the box into each open location deck without looking at them.
Discard this card to add 2d6 and the Fire trait to your combat check.
Banish this card to search a location deck for a boon and add it to your hand.
WotR
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 9
Discard this card to give any number of cards to another character.
Discard this card to explore your location.
WotR
Ally 2
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
Blessings
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
WotR
Blessing 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.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Current Hour:
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hours Remaining: 22
Hourglass
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of Xoveron
WotR
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of 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.
Location #1: Cell
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Harvester's Pit
Abyssal
At This Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kess/Gimry, Seoni/TheChu, None
WotR
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 14
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
This sinister crouching humanoid resembles a horned, winged demon statue_
WotR
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+2. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 2d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may put this card on top of your deck to reroll the dice; take the new result.
WotR
Weapon 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.
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
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_
Location #3: Soul Foundry
Abyssal
At This Location: If you would recharge a card, discard it instead.
When Closing: Summon and defeat the henchman Ravener Terendelev.
When Permanently Closed: On closing, you may banish an ally to draw a random non-Basic, non-Elite weapon, armor, or item from the box.
M: 4 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
WotR
Monster 1
Traits:
Undead
Cleric
Veteran
To Defeat:
Combat 11
OR Divine 8
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.
WotR
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.
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.
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
WotR
Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
WotR
Item 3
Traits:
Object
Magic
To Acquire:
Arcane
Divine
Craft 9
Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1.
When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6.
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 8
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
WotR
Barrier 4
Traits:
Temptation
To Defeat:
None 0
Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
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 #4: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 2 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Cogsnap/tcolmaster01, None
WotR
Monster 6
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 25
The Black Flame Vrolikai may not be evaded and is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before the encounter, roll 1d4; on a 1, bury your role card.
If undefeated, bury your role card.
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.
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.
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30
THEN Combat 30
Yracandra may not be evaded and is immune to the Electricity and Poison traits.
Before you act, each character at this location recharges 2 random cards, then must succeed at a Wisdom 14 check or expend 1d4 mythic charges.
The first time that you fail a check to defeat Yracandra, before you are dealt damage, draw a number of cards equal to your hand size.
If defeated, each character at this location draws 2 cards.
WotR
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
WotR
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
WotR
Item 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.
Location #5: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 1 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Shardra/AbrahamZ., None
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 40
Firadreal is immune to the Electricity and Poison traits.
During this encounter, on any check, you may roll a d4 instead of the normal die; for each die you roll that is not a d20 or a d4, bury a card from your deck.
Before you act, each character at your location is dealt 1d4+1 Electricity damage, then must succeed at a Constitution or Fortitude 9 check or that character may not play boons that have the Attack trait or weapons during this encounter.
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 21
OR Wisdom 13
The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
If you played a boon to examine this card, bury the boon.
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
Ally 1
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.
WotR
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.
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.
WotR
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 14
OR Disable 11
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.
Location #6: 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: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
WotR
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
WotR
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.
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
WotR
Item B
Traits:
Liquid
Mythic
To Acquire:
Wisdom
Divine 9
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.
WotR
Monster 4
Traits:
Undead
Incorporeal
To Defeat:
Combat 22
The Greater Shadow is immune to the Mental and Poison traits.
If the check to defeat has the Basic or Elite trait, the Greater Shadow is undefeated.
When you are dealt damage by the Greater Shadow, you must first choose blessings to discard as your damage, if you have any.
Negative energy and devoured souls increase its size_
WotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 10
Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.
WotR
Armor 1
Traits:
Heavy Armor
Veteran
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.
WotR
Barrier B
Traits:
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.
Location #7: Middle of Nowhere
At This Location: You cannont play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do no discard that many cards from the blessings deck, you cannot move or be moved.
When Closing: This location is always closed, it cannot be opened.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
| Kess - Gimry |
========================
Kess starts her turn.
Hour: Blessing of Ascension
Hour Power:No effect.
Location: Harvester's Pit
Location Power:When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Adventure Powers:
Scenario Powers:
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_
Melee 14: 1d10 + 7 + 1d12 + 6 ⇒ (2) + 7 + (12) + 6 = 27
Melee - 1d10+7
Brawlers Might - 1d12
Mythic Marshall (Str) - 6
Defeating a monster lets me heal a card
Kess is healed for 1: (Phantom (Shadowcat)). Deck shuffled.
Discard Big Eyes to explore again
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.
Strength 9 is an auto, so encounter this but auto fail it since we don't need weapons.
"
Hand: Crocodile Skin Madu, Ursine Rageskin, Amulet of Furious Fists, Topaz of Strength, Kaa (Reed Moccasin), Bulwinkle (Moose), Blessing of Gorum,
Displayed: Bearskin Armor,
Deck: 12 Discard: 2 Buried: 0
Current Location: Harvester's Pit
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
Middle of Deck (Unknown Order): Councilor's Ring, Thylacine, Shaman, Blessing of the Green Faith, Phantom (Shadowcat), Iron Knuckles, Cloud Puff, Gecks (Fire Gecko), Magic Chain Mail, Smokey (Bear), Holy Glaive of Speed, Blessing of the Green Faith (2)
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
- Acrobatics: Dexterity +1
Constitution d8 ☑ +1 ☐ +2 ☐ +3
- Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☑ +2
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
POWERS:
For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ 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
Champions of Mendev - Arcane (Charisma + 5)
Champions of Mendev - Fortitude (Constitution + 5)
"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:
Cogsnap - Cell 1-8 remain
Kess, Seoni - Harvester's Pit 3-5 remain
Soul Foundry 1-11 remain // Mist Horror is added to Soul Foundry and deck is shuffled
Occult Library 1-9 remain // 1=Black Flame Vrolikai
Shardra - Torture Chamber 1-8 remain // 1=Firadreal (villain!); 2=Blasphemy Demon
Cavern 1-9 remain
Middle of Nowhere"
| Shardra Z. |
It is the hour of Abraxas
Move to: Soul Foundry
Scenario Power: If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
Knowledge 12, mythic: 1d10 + 6 + 6 ⇒ (9) + 6 + 6 = 21
Location Power: If you would recharge a card, discard it instead.
Shardra power: When you succeed at a Knowledge check, you may examine the top two cards of any location deck. Soul Foundry 1=Accursed Priest; 2=Immolation Cloak
Free exploration
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.
Divine 8+6=14, mythic: 1d10 + 7 + 6 ⇒ (6) + 7 + 6 = 19
Defeated, so recharge the only blessing from my discards - Pulura - but the location power causes it to be discarded instead. Oh well.
Discard All-Seeing Eye to examine top 2 of location: Immolation Cloak and Master's Lash - keep in the same order - then explore
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.
Spend 1 mythic charge (down to 5) to use Champions of Mendev, giving me Arcane=Cha+5 until the end of the turn
Arcane 12, mythic: 1d6 + 2 + 5 + 5 ⇒ (1) + 2 + 5 + 5 = 13
Discard Cleric of Nethys to examine top 2 of location: Master's Lash and Horned Demon, swap order, then explore
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
BYA Wis 12, mythic: 1d10 + 4 + 5 ⇒ (7) + 4 + 5 = 16
Send Ice Strike to Recovery
Combat 26, mythic: 1d10 + 7 + 5 + 3d6 ⇒ (8) + 7 + 5 + (6, 1, 3) = 30
Recovery Phase:
Recharge Ice Strike? Divine 14, mythic: 1d10 + 7 + 5 ⇒ (9) + 7 + 5 = 21 But do to the miserable location power, it's discarded anyway.
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:
Cell CLOSED
Kess, Seoni - Harvester's Pit 3-5 remain
Shardra - Soul Foundry 3, 5-11 remain // 3=Master's Lash; Mist Horror is present here.
Cogsnap - Occult Library 1-9 remain // 1=Black Flame Vrolikai
Torture Chamber 1-8 remain // 1=Firadreal (villain!); 2=Blasphemy Demon
Cavern 1-9 remain
Middle of Nowhere"
"
Hand: Cloudburst, Summon Hellhounds, Stole of the Inheritor, Immolation Cloak, Flame Staff, Blessing of Nethys 1, Kolo (WoTR),
Displayed:
Deck: 11 Discard: 4 Buried: 1
Current Location: Soul Foundry
Hero Points: 7
Tshirt Reroll: Available
Mythic Charges: 5
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.Shardra power: recharge a spell to allow local character to reroll failed check to defeat a bane
Kolo: Recharge +1d8+# any local check to defeat barrier or close location
Summon Hellhounds: +2d6 & fire trait to combat checks at my location until the end of my turn
Middle of Deck (Unknown Order): Fortune-Teller, Blessing of Xoveron, Aqueous Orb, Crystal Ball, Divine Blaze, Sirocco, Transmogrify, Wayfarer, Blessing of Nethys 2, Major Cure
Recharged: Blessing of Qi Zhong,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fort: Con +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +3
Knowledge: Wis +2
Charisma d6 ☑ +1 ☑ +2
Favored Card: Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors | ☐ Heavy Armors
POWERS (Role: Visionary):
When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.
When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. ([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 - The Chu |
========================
Seoni starts her turn.
Hour: Blessing of the Starsong
Hour Power:No effect.
Location: Harvester's Pit
Location Power: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Scenario Powers: After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
After closing 1 location, draw the cohort Aucinda Fermender from the box.
When a villain is defeated and cannot escape, put it next to this card. To win the scenario, both villains must be next to this card.
Seoni moves to the Soul Foundry and explores.
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.
Don't need weapons, auto-fail that. Discarding Academae Student to explore again with bonus to first Arcane check
Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.
Combat 20: 4 + 3d6 + 12 ⇒ 4 + (1, 5, 5) + 12 = 27
Adding/Existing Elemental Mastery Trait: 4
Fireball Beads: 3d6+12
Mist Horror moves to:: 1d5 ⇒ 4 = Torture Chamber, location is shuffled
Seoni moves to:: 1d7 ⇒ 1 = Cell
Electing to fail the scenario move requirement to randomly move
Seoni moves to:: 1d7 ⇒ 5 = Torture Chamber
Hand: Good Omen (Core), Gem of Mental Acuity (Core), Wand of Enervation (Core), Blessing of Sivanah, Blessing of Abadar, Count Jeggare,
Displayed: Magic Leather Armor (Core),
Deck: 8 Discard: 6 Buried: 0
Current Location: Torture Chamber
Hero Points: 5
Mythic Charges: 6
NOTES:
Available Support: Saving for myself - None
* Good Omen - Add 1d6+# to any check to acquire, close, or guard
* Wand of Enervation - On any combat check, decrease difficulty by 2d4
* Blessing of 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
* 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
* 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 Torture Chamber if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Lightning Bolt (Core), Poison Blast (Core), Disintegrate (Core), Toff Ornelos, Vampiric Touch, Meteor Swarm (Core), Blessing of Pharasma, Chalice of Ozem
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Knowledge: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
- Perception: Wisdom+2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: Charisma+2
Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
POWERS:
- For your power feat, you may check any 1 of the traits below. That trait applies in any power that uses the word ""mastered.""
☐ Acid ☑ Cold ☑ Electricity ☑ Fire
☑ You may add 1 mastered trait to your check.
- Before your combat check, you may discard a card to draw an Arcane (□ or Magic) or mastered card from your discards or recovery pile.
- On your check to recharge an Attack or mastered spell (☑ or item), you may automatically succeed.
- When you acquire a card that has a mastered trait or an ally (☑ or a spell) you may draw a card.
- ☑ Add 4 to your check that has a mastered trait.
- Reduce damage of a mastered type you suffer by 2 (□ 4).
- Mythic Archmage:
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
- Knights of Kenabres: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks:
Righteous Medal of Command: Charisma
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
- 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 Clarity: Knowledge: Intelligence +5
Mythic Medal of Command: Arcane: Charisma +5
End of Turn Summary:
- Moved to Soul Foundry
- Failed to acquire Card 1 of Soul Foundry (Master's Lash)
- Defeated Card 2 (Mist Horror)
- Mist Horror is shuffled into Torture Chamber
- Moved to Torture Chamber
- Discarded Academae Student, Fireball Beads
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:
Cell CLOSED
Kess - Harvester's Pit 3-5 remain
Shardra - Soul Foundry 6-11 remain
Cogsnap - Occult Library 1-9 remain // 1=Black Flame Vrolikai
Seoni - Torture Chamber 1-9 remain // Firadreal (villain!), Blasphemy Demon, and Mist Horror are known
Cavern 1-9 remain
Middle of Nowhere
| TColMaster Cogsnap |
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 Book trait, banish it.
Explore: Black Flame Vrolikai
BYA Not Applicable
RNG: 1d4 ⇒ 2
Flame Cannon - Recovery Potion of Focus
Combat 25: 5d8 + 15 ⇒ (3, 4, 5, 7, 7) + 15 = 41
Defeated
Use Clockwork Servant to Explore
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.
Starbow, Blessing of Norgorber
Combat 30: 3d8 + 1d6 + 18 ⇒ (7, 2, 7) + (3) + 18 = 37
Acquired
Discard the Griffon to Explore
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.
Cannot fail Arcane 8.
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Cannot fail to recharge Focus Potion, Clockwork Servant
Cogsnap resets their hand.
[u]Summary[/u]
Acquired: Dire Griffon, Charm Monster
Banished: Black Flame Vrolikai
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"
Hand: Charm Monster, Blackfingers, Clockwork Servant (Core), Waxberry, Flame Cannon, Elixir of Focus, Aucinda Fermender, Starbow,
Displayed: Slick Leather,
Deck: 13 Discard: 3 Buried: 1
Hero Points: 3
Mythic Charges:6
Middle of Deck (Unknown Order): Bottled Lightning, Bottled Lightning, Crystalline Carnivore, Blessing of Nethys (Core), Dragon's Breath (Core), Acid Flask (Core), The Carnival, Blast Stone, Acidic Bolas
Recharged: Elixir of Healing, Potion of Focus, Clockwork Servant (Core) 2,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Mythic:Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Disable +3
Ranged +1 +5
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
Ranged: Dexterity + 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.
| TColMaster |
During This Adventure: The servitor demon is the henchman 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:
After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
After closing 1 location, draw the cohort Aucinda Fermender from the box.
Cohort
Traits: Half-Orc Rogue
When you encounter a bane, shuffle this card into an open location deck to evade that bane, then move to that location. Put this card on top of your deck to move. Put this card on top of your deck to examine the bottom card of any location deck.
When a villain is defeated and cannot escape, put it next to this card. To win the scenario, both villains must be next to this card.
DISPLAY THE TROOP 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
Scenario Level (#): 6
Turn: 12, Kess/Gimry
Monsters
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.
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_
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.
WotR
Monster 3
Traits:
Outsider
Demon
Vermin
To Defeat:
Combat 23
The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
If undefeated, discard the top card of your deck.
WotR
Monster 4
Traits:
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_
Barriers
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 items from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 14
OR Disable 11
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
WotR
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.
WotR
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
Weapons
WotR
Weapon 5
Traits:
Knife
Ranged
Piercing
Magic
Corrupted
To Acquire:
Dexterity
Ranged 13
If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.
WotR
Weapon 4
Traits:
Bow
Ranged
Piercing
Magic
Corrupted
To Acquire:
Dexterity
Ranged 11
If this card has the Corrupted trait, discard the top card of your deck or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+4. If you fail this check, you may discard this card to reroll the dice, adding another 1d8; take the new result.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location.
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
WotR
Weapon 4
Traits:
Pick
Melee
Piercing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.
WotR
Weapon 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
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Mental
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
WotR
Spell 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.
WotR
Spell 3
Traits:
Magic
Arcane
Divine
Attack
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 10
When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
WotR
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 8
Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.
WotR
Spell 5
Traits:
Magic
Arcane
Divine
Attack
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
WotR
Armor 2
Traits:
Heavy Armor
Magic
Healing
To Acquire:
Constitution
Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma 8
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 2
Traits:
Heavy Armor
Magic
Veteran
To Acquire:
Constitution
Fortitude
Charisma 8
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 5
Traits:
Heavy Armor
Magic
Corrupted
Mythic
To Acquire:
Constitution
Fortitude 12
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
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.
Items
WotR
Item 4
Traits:
Book
Magic
Corrupted
Mythic
To Acquire:
Arcane
Craft
Divine
Knowledge 12
Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.
After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card insted of burying it.
WotR
Item 1
Traits:
Wand
Magic
Arcane
To Acquire:
Intelligence
Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.
WotR
Item 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.
WotR
Item 2
Traits:
Wand
Attack
Divine
Magic
To Acquire:
Wisdom
Divine 10
For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.
WotR
Item 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.
Allies
WotR
Ally B
Traits:
Human
Ranger
To Acquire:
Melee
Ranged 7
OR Charisma
Diplomacy 6
Discard this card to add 1d6 to your check against a bane that has the Demon trait.
Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
WotR
Ally 4
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.
WotR
Ally B
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
WotR
Ally 4
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.
WotR
Ally B
Traits:
Human
Inquisitor
To Acquire:
Knowledge 6
OR Charisma
Diplomacy 8
If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result.
Recharge this card to succeed at your Knowledge check against a bane.
Discard this card to explore your location.
Blessings
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Current Hour:
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: 18
Hourglass
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of Xoveron
WotR
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of 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.
Location #1: Cell
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/TheChu, None
Location #2: Harvester's Pit
Abyssal
At This Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kess/Gimry, None
WotR
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Veteran
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
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_
Location #3: Soul Foundry
Abyssal
At This Location: If you would recharge a card, discard it instead.
When Closing: Summon and defeat the henchman Ravener Terendelev.
When Permanently Closed: On closing, you may banish an ally to draw a random non-Basic, non-Elite weapon, armor, or item from the box.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/AbrahamZ., None
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
WotR
Item 3
Traits:
Object
Magic
To Acquire:
Arcane
Divine
Craft 9
Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1.
When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6.
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 8
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
WotR
Barrier 4
Traits:
Temptation
To Defeat:
None 0
Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
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 #4: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Cogsnap/tcolmaster01, None
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30
THEN Combat 30
Yracandra may not be evaded and is immune to the Electricity and Poison traits.
Before you act, each character at this location recharges 2 random cards, then must succeed at a Wisdom 14 check or expend 1d4 mythic charges.
The first time that you fail a check to defeat Yracandra, before you are dealt damage, draw a number of cards equal to your hand size.
If defeated, each character at this location draws 2 cards.
WotR
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
WotR
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
WotR
Item 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.
Location #5: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 40
Firadreal is immune to the Electricity and Poison traits.
During this encounter, on any check, you may roll a d4 instead of the normal die; for each die you roll that is not a d20 or a d4, bury a card from your deck.
Before you act, each character at your location is dealt 1d4+1 Electricity damage, then must succeed at a Constitution or Fortitude 9 check or that character may not play boons that have the Attack trait or weapons during this encounter.
WotR
Ally 1
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.
WotR
Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.
WotR
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.
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.
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 14
OR Disable 11
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 21
OR Wisdom 13
The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
If you played a boon to examine this card, bury the boon.
Location #6: 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: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
WotR
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
WotR
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.
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
WotR
Item B
Traits:
Liquid
Mythic
To Acquire:
Wisdom
Divine 9
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.
WotR
Monster 4
Traits:
Undead
Incorporeal
To Defeat:
Combat 22
The Greater Shadow is immune to the Mental and Poison traits.
If the check to defeat has the Basic or Elite trait, the Greater Shadow is undefeated.
When you are dealt damage by the Greater Shadow, you must first choose blessings to discard as your damage, if you have any.
Negative energy and devoured souls increase its size_
WotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 10
Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.
WotR
Armor 1
Traits:
Heavy Armor
Veteran
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.
WotR
Barrier B
Traits:
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.
Location #7: Middle of Nowhere
At This Location: You cannont play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do no discard that many cards from the blessings deck, you cannot move or be moved.
When Closing: This location is always closed, it cannot be opened.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
| Kess - Gimry |
========================
Kess starts her turn.
Hour: Blessing of Deskari
Hour Power:No effect.
Location: Harvester's Pit
Location Power:When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Adventure Powers:
Scenario Powers:
WotR
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Veteran
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.
Auto Fail that
Discard Kaa to examine/explore - Demon Brawl
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
First Combat Adjustment: 1d6 ⇒ 1
Combat 23 (24-1): 1d10 + 7 + 1d12 + 2d6 + 6 ⇒ (2) + 7 + (7) + (3, 2) + 6 = 27
Combat(Melee) - 1d10+7
Brawlers Might - 1d12
Amulet of Furious Fists - 2d6
Mythic Marshall (Str) - 6
Defeating a monster lets me heal a card
Kess is healed for 1: (Big Eyes (Wolf)). Deck shuffled.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
Second Combat Adjustment: 1d10 ⇒ 8
Auto Fail the BYA
Combat 27(19+8): 1d10 + 7 + 1d12 + 1d4 + 5 + 2d6 + 6 ⇒ (1) + 7 + (6) + (1) + 5 + (4, 3) + 6 = 33
[spoiler=Roll Details]
Combat(Melee) - 1d10+7
Brawlers Might - 1d12
Brawlers Aid - 1d4+5
Amulet of Furious Fists - 2d6
Mythic Marshall (Str) - 6
Recharge Bulwinkle for Brawlers Aid
Defeating a monster lets me heal a card
Kess is healed for 1: (Kaa (Reed Moccasin)). Deck shuffled.
Attempt to close
Henchman
Type: Monster
Traits: Outsider
To Defeat: Combat 27
The Harvester is immune to the Poison trait. If the check to defeat has the Electricity trait, add 1d8. Damage dealt by the Harvester is dealt to each character at your location. Before you act, each character at another location must succeed at a Strength 12 check or move to your location.
Combat 27: 1d10 + 7 + 1d12 + 1d12 + 1d12 + 2d6 + 6 ⇒ (1) + 7 + (6) + (12) + (12) + (4, 1) + 6 = 49
Combat(Melee) - 1d10+7
Brawlers Might - 1d12
Double Blessed - 1d12+1d12
Amulet of Furious Fists - 2d6
Mythic Marshall (Str) - 6
Defeating a monster lets me heal a card
Kess is healed for 1: (Blessing of Gozreh). Deck shuffled.
"
Hand: Crocodile Skin Madu, Ursine Rageskin, Amulet of Furious Fists, Topaz of Strength, Phantom (Shadowcat), Blessing of the Green Faith (2), Blessing of the Green Faith,
Displayed: Bearskin Armor,
Deck: 13 Discard: 1 Buried: 0
Current Location: Harvester's Pit
Hero Points: 6
NOTES:
Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.
Blessing of the Green Faith - Recharges to Bless
Other: Paizo reroll used for scenario 1-6B?: N
Middle of Deck (Unknown Order): Magic Chain Mail, Big Eyes (Wolf), Kaa (Reed Moccasin), Iron Knuckles, Councilor's Ring, Bulwinkle (Moose), Blessing of Gozreh, Gecks (Fire Gecko), Smokey (Bear), Shaman, Holy Glaive of Speed, Thylacine, Cloud Puff
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
- Acrobatics: Dexterity +1
Constitution d8 ☑ +1 ☐ +2 ☐ +3
- Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☑ +2
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
POWERS:
For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ 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
Champions of Mendev - Arcane (Charisma + 5)
Champions of Mendev - Fortitude (Constitution + 5)
Cell CLOSED
Kess - Harvester's Pit CLOSED
Shardra - Soul Foundry 6-11 remain
Cogsnap - Occult Library 1-9 remain // 1=Black Flame Vrolikai
Seoni - Torture Chamber 1-9 remain // Firadreal (villain!), Blasphemy Demon, and Mist Horror are known
Cavern 1-9 remain
Middle of Nowhere"
| Shardra Z. |
It is the hour of Baphomet
Location Power: If you would recharge a card, discard it instead.
Free exploration
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.
Knowledge 18, mythic, kolo: 1d10 + 6 + 5 + 3 ⇒ (3) + 6 + 5 + 3 = 17
Spend 1 hero point (down to 6) to reroll
Knowledge 18, mythic, kolo: 1d10 + 6 + 5 + 3 ⇒ (1) + 6 + 5 + 3 = 15
Use paizo tshirt to reroll
Knowledge 18, mythic, kolo: 1d10 + 6 + 5 + 3 ⇒ (5) + 6 + 5 + 3 = 19
Shardra power: examine top 2 of any location: Occult Library 1= Yracandra (villain!) 2=Spirit Blade
Discard Nethys 1 to examine top 2 of location, swap order, then explore
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 8
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.
Divine 8, mythic: 1d10 + 7 + 5 ⇒ (10) + 7 + 5 = 22
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:
Cell CLOSED
Kess - Harvester's Pit CLOSED
Shardra - Soul Foundry 2, 4-6 remain // 2=Swarmlord's Jar
Cogsnap - Occult Library 1-6 remain // 1= Yracandra (villain!) 2=Spirit Blade
Seoni - Torture Chamber 1-9 remain // Firadreal (villain!), Blasphemy Demon, and Mist Horror are known
Cavern 1-9 remain
Middle of Nowhere"
"
Hand: Cloudburst, Summon Hellhounds, Stole of the Inheritor, Immolation Cloak, Flame Staff, Dismissal, Kolo (WoTR),
Displayed:
Deck: 11 Discard: 5 Buried: 1
Current Location: Soul Foundry
Hero Points: 6
Tshirt Reroll: Used
Mythic Charges: 5
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.Shardra power: recharge a spell to allow local character to reroll failed check to defeat a bane
Kolo: Recharge +1d8+# any local check to defeat barrier or close location
Summon Hellhounds: +2d6 & fire trait to combat checks at my location until the end of my turn
Middle of Deck (Unknown Order): Wayfarer, Blessing of Nethys 2, Major Cure, Blessing of Xoveron, Sirocco, Divine Blaze, Fortune-Teller, Transmogrify, Aqueous Orb, Crystal Ball
Recharged: Blessing of Qi Zhong,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fort: Con +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +3
Knowledge: Wis +2
Charisma d6 ☑ +1 ☑ +2
Favored Card: Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors | ☐ Heavy Armors
POWERS (Role: Visionary):
When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.
When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. ([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 - The Chu |
========================
Seoni starts her turn.
Hour: Blessing of Ascension
Hour Power:No effect.
Location: Torture Chamber
Location Power: Combat or Fire damage dealt to you is increased by 1d4.
Scenario Powers: After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
After closing 1 location, draw the cohort Aucinda Fermender from the box.
When a villain is defeated and cannot escape, put it next to this card. To win the scenario, both villains must be next to this card.
Seoni moves to the Cavern and explores.
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.
Using Seoni's Discard power (Good Omen) to draw (Death's Touch) from discard or recovery pile
Combat 13: 1d12 + 4 + 2 + 6 + 1d6 + 4 + 5 + 3d6 + 3 ⇒ (9) + 4 + 2 + 6 + (4) + 4 + 5 + (2, 2, 1) + 3 = 42
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 6
Miscellaneous: Count Jeggare: 1d6
Adding/Existing Elemental Mastery Trait: 4
Mythic Medal of Command: Arcane: 5
Death's Touch (Core): 3d6+3
Burying Magic Leather Armor for AYA Acid damage
Discarding Blessing of Sivanah to explore again
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.
Auto-fail
Hand: Poison Blast (Core), Lightning Bolt (Core), Gem of Mental Acuity (Core), Wand of Enervation (Core), Blessing of Abadar, Count Jeggare,
Displayed:
Deck: 7 Discard: 7 Buried: 1
Current Location: Cavern
Hero Points: 5
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
* 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
* 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 Torture Chamber if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Blessing of Pharasma, Disintegrate (Core), Meteor Swarm (Core), Chalice of Ozem, Toff Ornelos, Vampiric Touch
Recharged: Death's Touch (Core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Knowledge: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
- Perception: Wisdom+2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: Charisma+2
Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
POWERS:
- For your power feat, you may check any 1 of the traits below. That trait applies in any power that uses the word ""mastered.""
☐ Acid ☑ Cold ☑ Electricity ☑ Fire
☑ You may add 1 mastered trait to your check.
- Before your combat check, you may discard a card to draw an Arcane (□ or Magic) or mastered card from your discards or recovery pile.
- On your check to recharge an Attack or mastered spell (☑ or item), you may automatically succeed.
- When you acquire a card that has a mastered trait or an ally (☑ or a spell) you may draw a card.
- ☑ Add 4 to your check that has a mastered trait.
- Reduce damage of a mastered type you suffer by 2 (□ 4).
- Mythic Archmage:
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
- Knights of Kenabres: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks:
Righteous Medal of Command: Charisma
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
- 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 Clarity: Knowledge: Intelligence +5
Mythic Medal of Command: Arcane: Charisma +5
End of Turn Summary:
- Moved to Cavern
- Defeated Card 1 of Cavern (Demonic Fly)
- Failed to acquire Card 2 (Sawtooth Sabre +2)
- Discarded Good Omen, Blessing of Sivanah
- Recharged Death's Touch
- Buried Magic Leather Armor
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:
Cell CLOSED
Kess - Harvester's Pit CLOSED
Shardra - Soul Foundry 2, 4-6 remain // 2=Swarmlord's Jar
Cogsnap - Occult Library 1-6 remain // 1= Yracandra (villain!) 2=Spirit Blade
Torture Chamber 1-9 remain // Firadreal (villain!), Blasphemy Demon, and Mist Horror are known
Seoni - Cavern 3-9 remain
Middle of Nowhere
| TColMaster Cogsnap |
Out of Turn Updates: None
Turn - Hour: Blessing of Sifkesh
Hour Rules: None
SOT: None
Give Card: None
Move: Cavern (Can't fail Knowledge 14)
Location Powers: None
Explore: Demon Brawl
None Henchman 6
Type: Barrier
Traits: Demon Outsider
To Defeat: See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10. If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
RNG 1=ME Vulture Demon: 1d2 ⇒ 1
RNG 1=ME Treachery Demon: 1d2 ⇒ 2
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
BYA - Use Elixir of Focus to auto succeed
Difficulty Decrease: 1d6 ⇒ 5
Starbow
Combat 19-5=14: 1d8 + 1d6 + 18 ⇒ (3) + (1) + 18 = 22
Wait for Seoni to do her combat
| Seoni - The Chu |
Off-turn encounter
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
BYA Wisdom 12: 1d12 + 4 - 4 + 4 ⇒ (8) + 4 - 4 + 4 = 12
Charisma: 1d12+4
Gem of Mental Acuity (Charisma): -4
Adding/Existing Elemental Mastery Trait: 4
Using Seoni's Discard power (Lightning Bolt) to draw (Fireball Beads) from discard or recovery pile
Combat 24: 4 + 3d6 + 12 ⇒ 4 + (2, 5, 4) + 12 = 27
Adding/Existing Elemental Mastery Trait: 4
Fireball Beads: 3d6+12
Hand: Poison Blast (Core), Disintegrate (Core), Wand of Enervation (Core), Blessing of Pharasma, Blessing of Abadar, Count Jeggare,
Displayed:
Deck: 7 Discard: 7 Buried: 1
Current Location: Cavern
Hero Points: 5
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
* Disintegrate - Add 3d10 to a local check against a Lock or Obstacle barrier
* Wand of Enervation - On any combat check, decrease difficulty by 2d4
* Blessing of Pharasma - Add 1 die to any check, add 2 dice to any check where a spell was cast
* Blessing of 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
* 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 Torture Chamber if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Chalice of Ozem, Toff Ornelos, Vampiric Touch, Meteor Swarm (Core)
Recharged: Death's Touch (Core), Gem of Mental Acuity (Core), Fireball Beads,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Knowledge: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
- Perception: Wisdom+2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: Charisma+2
Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
POWERS:
- For your power feat, you may check any 1 of the traits below. That trait applies in any power that uses the word ""mastered.""
☐ Acid ☑ Cold ☑ Electricity ☑ Fire
☑ You may add 1 mastered trait to your check.
- Before your combat check, you may discard a card to draw an Arcane (□ or Magic) or mastered card from your discards or recovery pile.
- On your check to recharge an Attack or mastered spell (☑ or item), you may automatically succeed.
- When you acquire a card that has a mastered trait or an ally (☑ or a spell) you may draw a card.
- ☑ Add 4 to your check that has a mastered trait.
- Reduce damage of a mastered type you suffer by 2 (□ 4).
- Mythic Archmage:
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
- Knights of Kenabres: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks:
Righteous Medal of Command: Charisma
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
- 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 Clarity: Knowledge: Intelligence +5
Mythic Medal of Command: Arcane: Charisma +5
| Seoni - The Chu |
Fix for off-turn encounter
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
Demon Brawl Difficulty Increase: 1d10 ⇒ 1
BYA Wisdom 13 (12+1): 1d12 + 4 + 4 - 4 ⇒ (2) + 4 + 4 - 4 = 6
Charisma: 1d12+4
Adding/Existing Elemental Mastery Trait: 4
Gem of Mental Acuity (Charisma): -4
Combat Damage to (1=Seoni, 2=Cogsnap): 1d2 ⇒ 1 = Seoni
Discarding Poison Blast and Blessing of Abadar for BYA Combat Damage
Spending Mythic Charge to remove immunities from Treachery Demon, 5 remaining
Combat 25 (24+1): 1d20 + 4 + 2 + 6 + 1d6 + 4 + 5 + 3d6 ⇒ (17) + 4 + 2 + 6 + (1) + 4 + 5 + (2, 1, 4) = 46
Arcane: 1d20+4+2
Miscellaneous: Mythic Charges: 6
Miscellaneous: Count Jeggare: 1d6
Adding/Existing Elemental Mastery Trait: 4
Mythic Medal of Command: Arcane: 5
Lightning Bolt: 3d6
Hand: Disintegrate (Core), Wand of Enervation (Core), Blessing of Pharasma, Count Jeggare,
Displayed:
Deck: 7 Discard: 9 Buried: 1
Current Location: Cavern
Hero Points: 5
Mythic Charges: 5
NOTES:
Available Support: Saving for myself - None
* Disintegrate - Add 3d10 to a local check against a Lock or Obstacle barrier
* 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
* 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 Torture Chamber if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Meteor Swarm (Core), Chalice of Ozem, Toff Ornelos, Vampiric Touch
Recharged: Death's Touch (Core), Gem of Mental Acuity (Core), Lightning Bolt (Core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Knowledge: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
- Perception: Wisdom+2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: Charisma+2
Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
POWERS:
- For your power feat, you may check any 1 of the traits below. That trait applies in any power that uses the word ""mastered.""
☐ Acid ☑ Cold ☑ Electricity ☑ Fire
☑ You may add 1 mastered trait to your check.
- Before your combat check, you may discard a card to draw an Arcane (□ or Magic) or mastered card from your discards or recovery pile.
- On your check to recharge an Attack or mastered spell (☑ or item), you may automatically succeed.
- When you acquire a card that has a mastered trait or an ally (☑ or a spell) you may draw a card.
- ☑ Add 4 to your check that has a mastered trait.
- Reduce damage of a mastered type you suffer by 2 (□ 4).
- Mythic Archmage:
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
- Knights of Kenabres: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks:
Righteous Medal of Command: Charisma
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
- 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 Clarity: Knowledge: Intelligence +5
Mythic Medal of Command: Arcane: Charisma +5
| TColMaster Cogsnap |
Blackfingers
Close Check STR 11: 2d6 ⇒ (6, 6) = 12 WOW!
WPC Move to RNG Location Cogsnap: 1d3 ⇒ 1
WPC Move to RNG Location Seoni: 1d3 ⇒ 2
CAVERN CLOSED!
Cannot fail to recover Elixir of Focus
"
Hand: Charm Monster, Blackfingers, Clockwork Servant (Core), Waxberry, Flame Cannon, Acid Flask (Core), Aucinda Fermender, Starbow,
Displayed: Slick Leather,
Deck: 13 Discard: 3 Buried: 1
Hero Points: 3
Mythic Charges:6
Middle of Deck (Unknown Order): Blast Stone, The Carnival, Dragon's Breath (Core), Bottled Lightning, Bottled Lightning, Crystalline Carnivore, Acidic Bolas, Blessing of Nethys (Core)
Recharged: Elixir of Healing, Potion of Focus, Clockwork Servant (Core) 2, Elixir of Focus,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Mythic:Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Disable +3
Ranged +1 +5
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
Ranged: Dexterity + 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.
| TColMaster |
During This Adventure: The servitor demon is the henchman 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:
After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
After closing 1 location, draw the cohort Aucinda Fermender from the box.
Cohort
Traits: Half-Orc Rogue
When you encounter a bane, shuffle this card into an open location deck to evade that bane, then move to that location. Put this card on top of your deck to move. Put this card on top of your deck to examine the bottom card of any location deck.
When a villain is defeated and cannot escape, put it next to this card. To win the scenario, both villains must be next to this card.
DISPLAY THE TROOP 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
Scenario Level (#): 6
Turn: 16, Kess/Gimry
Monsters
WotR
Monster 2
Traits:
Outsider
To Defeat:
Combat 15
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_
WotR
Monster 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_
WotR
Monster 4
Traits:
Outsider
To Defeat:
Combat 30
The Deacon of Death is immune to the Acid and Poison traits.
Before you act, if any locations are closed, you may bury a card to evade the Deacon of Death, summon and build the location Middle of Nowhere, and move there.
If any characters are dead, the difficulty to defeat is increased by 10.
Deacons of Death pilot skiffs along rivers in the Abyss_
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
WotR
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Barriers
WotR
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
WotR
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 14
OR Disable 11
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
WotR
Barrier 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.
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
WotR
Barrier B
Traits:
Task
Cache
To Defeat:
None 0
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Weapons
WotR
Weapon 5
Traits:
Knife
Ranged
Piercing
Magic
Corrupted
To Acquire:
Dexterity
Ranged 13
If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.
WotR
Weapon 4
Traits:
Scizore
Shield
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and you are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
WotR
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. Add another 1d8 if the bane has the Demon trait. If not proficient with weapons, the difficulty of this check is increased by 4.
WotR
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+2. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 2d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may put this card on top of your deck to reroll the dice; take the new result.
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Spells
WotR
Spell 4
Traits:
Magic
Arcane
Divine
Mythic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Discard this card to allow a character at your location to use a power on your mythic path card.
Discard this card and expend a mythic charge to use a power on another character's mythic path card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 14 or Divine 16 check to recharge this card instead of discarding it.
WotR
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Cold
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.
WotR
Spell 2
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.
WotR
Spell B
Traits:
Magic
Divine
Attack
Veteran
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
WotR
Spell 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
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.
WotR
Armor 2
Traits:
Heavy Armor
Magic
Veteran
To Acquire:
Constitution
Fortitude
Charisma 8
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude
Arcane
Divine 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Armor 2
Traits:
Heavy Armor
Magic
Veteran
To Acquire:
Constitution
Fortitude
Charisma 8
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Items
WotR
Item 3
Traits:
Accessory
Magic
Divine
Mythic
To Acquire:
Divine 11
Before you attempt a Divine check against a monster, bury this card to get a mythic charge.
After playing this card, you may succeed at a Divine 16 check to recharge this card instead of burying it.
WotR
Item 5
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.
WotR
Item 2
Traits:
Tool
Magic
To Acquire:
Intelligence
Knowledge 10
While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card.
WotR
Item B
Traits:
Tool
Veteran
To Acquire:
Wisdom
Divine 8
Recharge this card to add the Magic trait to any check by a character at your location.
Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.
WotR
Item 1
Traits:
Wand
Magic
Arcane
To Acquire:
Intelligence
Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.
Allies
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.
WotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 10
Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.
WotR
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 9
Discard this card to give any number of cards to another character.
Discard this card to explore your location.
WotR
Ally 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.
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.
Blessings
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Current Hour:
WotR
Blessing 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.
Hours Remaining: 14
Hourglass
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of 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.
Location #1: Cell
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Harvester's Pit
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kess/Gimry, None
Location #3: Soul Foundry
Abyssal
At This Location: If you would recharge a card, discard it instead.
When Closing: Summon and defeat the henchman Ravener Terendelev.
When Permanently Closed: On closing, you may banish an ally to draw a random non-Basic, non-Elite weapon, armor, or item from the box.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/AbrahamZ., Cogsnap/tcolmaster01, None
WotR
Item 3
Traits:
Object
Magic
To Acquire:
Arcane
Divine
Craft 9
Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1.
When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6.
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
WotR
Barrier 4
Traits:
Temptation
To Defeat:
None 0
Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
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 #4: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seoni/TheChu, None
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30
THEN Combat 30
Yracandra may not be evaded and is immune to the Electricity and Poison traits.
Before you act, each character at this location recharges 2 random cards, then must succeed at a Wisdom 14 check or expend 1d4 mythic charges.
The first time that you fail a check to defeat Yracandra, before you are dealt damage, draw a number of cards equal to your hand size.
If defeated, each character at this location draws 2 cards.
WotR
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
WotR
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
WotR
Item 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.
Location #5: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 40
Firadreal is immune to the Electricity and Poison traits.
During this encounter, on any check, you may roll a d4 instead of the normal die; for each die you roll that is not a d20 or a d4, bury a card from your deck.
Before you act, each character at your location is dealt 1d4+1 Electricity damage, then must succeed at a Constitution or Fortitude 9 check or that character may not play boons that have the Attack trait or weapons during this encounter.
WotR
Ally 1
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.
WotR
Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.
WotR
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.
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.
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 14
OR Disable 11
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 21
OR Wisdom 13
The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
If you played a boon to examine this card, bury the boon.
Location #6: 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 #7: Middle of Nowhere
At This Location: You cannont play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do no discard that many cards from the blessings deck, you cannot move or be moved.
When Closing: This location is always closed, it cannot be opened.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
| Kess - Gimry |
========================
Kess starts her turn.
Hour: Blessing of Xoveron
Hour Power:No effect.
Location: Harvester's Pit
Location Power:When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Adventure Powers:
Scenario Powers:
Move to Soul Foundry, auto fail the Swarmlord's Jar and end turn
"
Hand: Crocodile Skin Madu, Ursine Rageskin, Amulet of Furious Fists, Topaz of Strength, Phantom (Shadowcat), Blessing of the Green Faith (2), Blessing of the Green Faith,
Displayed: Bearskin Armor,
Deck: 13 Discard: 1 Buried: 0
Current Location: Harvester's Pit
Hero Points: 6
NOTES:
Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.
Blessing of the Green Faith - Recharges to Bless
Other: Paizo reroll used for scenario 1-6B?: N
Middle of Deck (Unknown Order): Councilor's Ring, Gecks (Fire Gecko), Cloud Puff, Bulwinkle (Moose), Kaa (Reed Moccasin), Big Eyes (Wolf), Shaman, Blessing of Gozreh, Magic Chain Mail, Iron Knuckles, Smokey (Bear), Holy Glaive of Speed, Thylacine
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
- Acrobatics: Dexterity +1
Constitution d8 ☑ +1 ☐ +2 ☐ +3
- Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☑ +2
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
POWERS:
For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ 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
Champions of Mendev - Arcane (Charisma + 5)
Champions of Mendev - Fortitude (Constitution + 5)
"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:
Cell CLOSED
Harvester's Pit CLOSED
Shardra, Kess, Cogsnap - Soul Foundry 2-4 remain
Seoni - Occult Library 1-6 remain // 1= Yracandra (villain!) 2=Spirit Blade
Torture Chamber 1-9 remain // Firadreal (villain!), Blasphemy Demon, and Mist Horror are known
Cavern CLOSED
Middle of Nowhere"
| Shardra Z. |
It is the hour of Baphomet
At This Location: If you would recharge a card, discard it instead.
Free exploration
None
Henchman 6
Type: Barrier
Traits:
Demon
Outsider
To Defeat:
See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
Who gets Vulture Demon? 1=Sh, 2=K, 3=C: 1d3 ⇒ 1
Who gets Treachery Demon? 1=Sh, 2=K, 3=C: 1d3 ⇒ 3
Shardra encounters Vulture Demon and Cogsnap encounters Treachery Demon.
I suggest that Sharda take the first encounter since the difficulty increase of the 2nd might make the BYA undoable
WOTR-4 henchman (monster)
OutsiderDemonServitor
Check to defeat
Combat
19
Powers
The Vulture Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Constitution or Fortitude 9 check or you may not play boons that have the Attack trait or Weapons during this encounter.
If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
Display Summon Hellhounds
Ask Kess for BotGF 2 (discards, rather than recharges, due to the location power)
BYA Fort 9: 2d10 + 2 ⇒ (9, 6) + 2 = 17
Difficulty reduction of the checks to defeat: 1d6 ⇒ 3
Send Dismissal to Recovery
Combat 19-3=16, mythic, hellhounds: 1d10 + 7 + 5 + 2d8 + 6 + 2d6 ⇒ (10) + 7 + 5 + (2, 6) + 6 + (4, 4) = 44
Defeated but discard top card of own deck due to Hellhounds - Transmogrify
Pausing turn for Cogsnap encounter with Treachery Demon. Besides the difficulty increase, don't forget that you also get +2d6+fire from the summon hellhounds.
"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:
Cell CLOSED
Harvester's Pit CLOSED
Shardra, Kess, Cogsnap - Soul Foundry 2-4 remain
Seoni - Occult Library 1-6 remain // 1= Yracandra (villain!) 2=Spirit Blade
Torture Chamber 1-9 remain // Firadreal (villain!), Blasphemy Demon, and Mist Horror are known
Cavern CLOSED
Middle of Nowhere"
"
Hand: Cloudburst, Stole of the Inheritor, Immolation Cloak, Flame Staff, Kolo (WoTR),
Displayed: Summon Hellhounds,
Deck: 10 Discard: 6 Buried: 1
Current Location: Soul Foundry
Hero Points: 6
Tshirt Reroll: Used
Mythic Charges: 5
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.Shardra power: recharge a spell to allow local character to reroll failed check to defeat a bane
Kolo: Recharge +1d8+# any local check to defeat barrier or close location
Summon Hellhounds: +2d6 & fire trait to combat checks at my location until the end of my turn
Middle of Deck (Unknown Order): Blessing of Nethys 2, Fortune-Teller, Blessing of Xoveron, Major Cure, Divine Blaze, Sirocco, Crystal Ball, Wayfarer, Aqueous Orb
Recharged: Blessing of Qi Zhong,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fort: Con +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +3
Knowledge: Wis +2
Charisma d6 ☑ +1 ☑ +2
Favored Card: Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors | ☐ Heavy Armors
POWERS (Role: Visionary):
When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.
When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. ([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
| TColMaster Cogsnap |
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
Cannot pass BYA
RNG: 1d2 ⇒ 1 Aucinda Fernerander, Charm Monster
Combat Increase: 1d10 ⇒ 2
Flame Cannon - Put Acid Flask into Recovery
Combat 28: 1d8 + 15 + 4d8 + 2d6 ⇒ (4) + 15 + (6, 5, 6, 3) + (6, 2) = 47
Henchman
Type: Monster
Traits: Undead Dragon Mythic
To Defeat: Combat 30 THEN Combat 35
Ravener Terendelev is immune to the Acid, Cold, Mental, and Poison traits. If your check has the Divine or Fire trait, add 1d12. Before you act, each character at your location must expend a mythic charge then attempt a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Cold damage; characters who fail are dealt 1d4 Cold damage. While you act, characters at other locations cannot play cards or use powers.
--Expend a Mythic Charge
Dex 16: 1d8 + 8 ⇒ (8) + 8 = 16
Flame Cannon
Combat 35: 1d8 + 14 + 4d8 + 1d12 ⇒ (4) + 14 + (3, 3, 1, 3) + (1) = 29
Combat 35: 1d8 + 14 + 4d8 + 1d12 ⇒ (6) + 14 + (7, 6, 1, 2) + (6) = 42
Cannot fail to recover Acid Flask
Flame Cannon Craft 12: 1d10 + 10 ⇒ (6) + 10 = 16
| Shardra Z. |
A 6 was rolled during Cogsnap's fight with the Treachery Demon, so discard top of my own deck from Hellhounds - Wayfarer
When Closing: Summon and defeat the henchman Ravener Terendelev.
WOTR-6 henchman (monster)
UndeadDragonMythic
Check to defeat
Combat
30
then
Combat
35
Powers
Ravener Terendelev is immune to the Acid, Cold, Mental and Poison traits. If your check has the Divine or Fire trait, add 1d12.
Before you act, each character at your location must expend a mythic charge then attempt a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Cold damage; characters who fail are dealt 1d4 Cold damage.
While you act, characters at other locations cannot play cards or use powers.
Send Cloudburst to Recovery for encounter
BYA - Cloudburst allows Shardra to ignore the BYA.
BYA: Kess must spend a mythic charge, then attempt a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Cold damage; characters who fail are dealt 1d4 Cold damage.
Combat 30, mythic, hellhounds, fire: 1d10 + 7 + 5 + 3d6 + 2d6 + 1d12 ⇒ (8) + 7 + 5 + (5, 6, 3) + (4, 1) + (11) = 50
Discard 2 more cards from Hellhounds from Shardra and Cogsnap's Ravener rolls - Divine Blaze and Blessing of Nethys 2
Gain 1 mythic charge for defeating a mythic bane - up to 6
When Permanently Closed: On closing, you may banish an ally to draw a random non-Basic, non-Elite weapon, armor, or item from the box. - no ally in hand so n/a
Soul Foundry is closed
Cloudburst power: after the encounter, Shardra moves to Torture Chamber.
Scenario Power: If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
Knowledge 12, mythic, Kolo: 1d10 + 6 + 6 + 3 ⇒ (8) + 6 + 6 + 3 = 23
Shardra power: When you succeed at a Knowledge check, you may examine the top two cards of any location deck. Torture Chamber 1=Glimmer of Hope; 2= Firadreal (villain!)
Recharge Dismissal? Divine 10, mythic: 1d10 + 7 + 6 ⇒ (1) + 7 + 6 = 14
Recharge Cloudburst? Divine 13, mythic: 1d10 + 7 + 6 ⇒ (4) + 7 + 6 = 17
Recharge Hellhounds? Divine 13, mythic: 1d10 + 7 + 6 ⇒ (1) + 7 + 6 = 14
At the start of Seoni's turn, send Major Cure to Recovery to heal self
Healing: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Recharge Major Cure? Divine 10, mythic: 1d10 + 7 + 6 ⇒ (6) + 7 + 6 = 19
"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:
Cell CLOSED
Harvester's Pit CLOSED
Kess, Cogsnap - Soul Foundry CLOSED
Seoni - Occult Library 1-6 remain // 1= Yracandra (villain!) 2=Spirit Blade
Shardra - Torture Chamber 1-9 remain // 1=Glimmer of Hope; 2= Firadreal (villain!); Blasphemy Demon and Mist Horror are known
Cavern CLOSED
Middle of Nowhere"
"
Hand: Aqueous Orb, Stole of the Inheritor, Immolation Cloak, Crystal Ball, Flame Staff, Kolo (WoTR),
Displayed:
Deck: 12 Discard: 5 Buried: 1
Current Location: Torture Chamber
Hero Points: 6
Tshirt Reroll: Used
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
Middle of Deck (Unknown Order): Sirocco, Blessing of Xoveron, Cleric of Nethys, Blessing of Pulura, Summon Hellhounds, Dismissal, Transmogrify, Blessing of Nethys 1, Cloudburst, Blessing of Qi Zhong, Fortune-Teller
Recharged: Major Cure,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fort: Con +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +3
Knowledge: Wis +2
Charisma d6 ☑ +1 ☑ +2
Favored Card: Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors | ☐ Heavy Armors
POWERS (Role: Visionary):
When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.
When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. ([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 - The Chu |
========================
Seoni starts her turn.
Hour: Blessing of Shelyn
Hour Power:No effect.
Location: Occult Library
Location Power: When you play a card that has the Book trait, banish it.
Scenario Powers: After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
After closing 1 location, draw the cohort Aucinda Fermender from the box.
When a villain is defeated and cannot escape, put it next to this card. To win the scenario, both villains must be next to this card.
Simply resetting hand and getting ready to take villain next turn if needed
Hand: Disintegrate (Core), Vampiric Touch, Wand of Enervation (Core), Chalice of Ozem, Blessing of Pharasma, Count Jeggare,
Displayed:
Deck: 5 Discard: 9 Buried: 1
Current Location: Occult Library
Hero Points: 5
Mythic Charges: 5
NOTES:
Available Support: Saving for myself - None
* Disintegrate - Add 3d10 to a local check against a Lock or Obstacle barrier
* Wand of Enervation - On any combat check, decrease difficulty by 2d4
* Chalice of Ozem - Display next to local character to give that character 1d6 to all checks, recharged at EoT
* Blessing of Pharasma - Add 1 die to any check, add 2 dice to any check where a spell was cast
* 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 Torture Chamber if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Toff Ornelos, Meteor Swarm (Core)
Recharged: Death's Touch (Core), Gem of Mental Acuity (Core), Lightning Bolt (Core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Knowledge: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
- Perception: Wisdom+2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: Charisma+2
Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
POWERS:
- For your power feat, you may check any 1 of the traits below. That trait applies in any power that uses the word ""mastered.""
☐ Acid ☑ Cold ☑ Electricity ☑ Fire
☑ You may add 1 mastered trait to your check.
- Before your combat check, you may discard a card to draw an Arcane (□ or Magic) or mastered card from your discards or recovery pile.
- On your check to recharge an Attack or mastered spell (☑ or item), you may automatically succeed.
- When you acquire a card that has a mastered trait or an ally (☑ or a spell) you may draw a card.
- ☑ Add 4 to your check that has a mastered trait.
- Reduce damage of a mastered type you suffer by 2 (□ 4).
- Mythic Archmage:
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
- Knights of Kenabres: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks:
Righteous Medal of Command: Charisma
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
- 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 Clarity: Knowledge: Intelligence +5
Mythic Medal of Command: Arcane: Charisma +5
End of Turn Summary:
- Just 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:
Cell CLOSED
Harvester's Pit CLOSED
Kess, Cogsnap - Soul Foundry CLOSED
Seoni - Occult Library 1-6 remain // 1= Yracandra (villain!) 2=Spirit Blade
Shardra - Torture Chamber 1-9 remain // 1=Glimmer of Hope; 2= Firadreal (villain!); Blasphemy Demon and Mist Horror are known
Cavern CLOSED
Middle of Nowhere
| TColMaster Cogsnap |
Out of Turn Updates: None
Turn - Hour: Blessing of the Starsong
Hour Rules: None
SOT: None
Give Card: None
Move: Occult Library
Location Powers: When you play a card that has the Book trait, banish it.
Explore: NO EXPLORE
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Cogsnap resets their hand.
--Discard Waxberry, Clockwork Servant
[u]Summary[/u]
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"
Hand: Starbow, Blackfingers, Crystalline Carnivore, Blessing of Nethys (Core), Blast Stone, Bottled Lightning, The Carnival, Acidic Bolas,
Displayed: Slick Leather,
Deck: 8 Discard: 7 Buried: 1
Hero Points: 3
Mythic Charges:5
Middle of Deck (Unknown Order): Dragon's Breath (Core)
Recharged: Elixir of Healing, Potion of Focus, Clockwork Servant (Core) 2, Elixir of Focus, Acid Flask (Core), Flame Cannon,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Mythic:Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Disable +3
Ranged +1 +5
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
Ranged: Dexterity + 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.
| TColMaster |
During This Adventure: The servitor demon is the henchman 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:
After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
After closing 1 location, draw the cohort Aucinda Fermender from the box.
Cohort
Traits: Half-Orc Rogue
When you encounter a bane, shuffle this card into an open location deck to evade that bane, then move to that location. Put this card on top of your deck to move. Put this card on top of your deck to examine the bottom card of any location deck.
When a villain is defeated and cannot escape, put it next to this card. To win the scenario, both villains must be next to this card.
DISPLAY THE TROOP 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
Scenario Level (#): 6
Turn: 20, Kess/Gimry
Monsters
WotR
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
WotR
Monster 4
Traits:
Dragon
Mythic
To Defeat:
Combat 24
THEN Combat 24
The Umbral Dragon is immune to the Cold trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 11 check or bury her role card.
If undefeated, banish the Umbral Dragon; a random character summons and encounters the Umbral Dragon.
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
Barriers
WotR
Barrier 4
Traits:
Trap
Magic
Arcane
Mythic
To Defeat:
Arcane
Divine 17
OR Intelligence
Knowledge
Stealth 14
Before you act, each other character at your location must summon and encounter the Mythic Glyph.
If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
After you act, banish this barrier.
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
WotR
Barrier 6
Traits:
Trap
Magic
Arcane
To Defeat:
Constitution
Fortitude
Wisdom 17
OR Disable 15
If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.
WotR
Barrier 4
Traits:
Temptation
Deity
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.
WotR
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Weapons
WotR
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.
WotR
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.
WotR
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. Add another 1d8 if the bane has the Demon trait. If not proficient with weapons, the difficulty of this check is increased by 4.
WotR
Weapon 2
Traits:
Bow
Ranged
Piercing
Magic
Veteran
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.
WotR
Weapon 4
Traits:
Bow
Ranged
Piercing
Magic
Corrupted
To Acquire:
Dexterity
Ranged 11
If this card has the Corrupted trait, discard the top card of your deck or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+4. If you fail this check, you may discard this card to reroll the dice, adding another 1d8; take the new result.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location.
Spells
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.
WotR
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.
WotR
Spell 4
Traits:
Magic
Arcane
Divine
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
When a character attempts to temporarily close a location, you may discard this card; that character automatically succeeds.
When a character attempts to permanently close a location, you may discard this card and expend a mythic charge; that character automatically succeeds.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
WotR
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.
WotR
Spell 6
Traits:
Magic
Arcane
Mythic
To Acquire:
Intelligence
Arcane 20
Bury this card and expend a mythic charge. Search your deck for any number of cards and put them in your hand; if you play this card during an encounter, you may play any number of cards of each type during the encounter.
After playing this card, if you do not have the Arcane skill, banish it.
Armors
WotR
Armor 2
Traits:
Heavy Armor
Magic
Veteran
To Acquire:
Constitution
Fortitude
Charisma 8
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Acrobatics 9
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 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
WotR
Item 1
Traits:
Book
To Acquire:
Melee
Ranged 8
Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.
WotR
Item 3
Traits:
Accessory
Magic
Divine
Mythic
To Acquire:
Divine 11
Before you attempt a Divine check against a monster, bury this card to get a mythic charge.
After playing this card, you may succeed at a Divine 16 check to recharge this card instead of burying it.
WotR
Item 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.
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.
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.
Allies
WotR
Ally B
Traits:
Human
Ranger
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
WotR
Ally B
Traits:
Elf
Hireling
To Acquire:
Charisma
Diplomacy 4
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
WotR
Ally B
Traits:
Human
Soldier
To Acquire:
Divine 9
OR Charisma
Diplomacy 6
Discard this card to reduce damage dealt before you act to a character at your location to 0.
Discard this card to explore your location. During this exploration, add 1 to your combat checks.
WotR
Ally 5
Traits:
Outsider
Demon
Mythic
To Acquire:
None 0
To acquire this card, examine a number of cards from the blessings deck equal to the number of characters; discard all that do not have the Corrupted trait, then shuffle the blessings deck.
Bury this card and expend a mythic charge to search your location deck for a villain and put it on top of that deck. If you do not find a villain, each character summons and encounters this adventure's servitor demon.
WotR
Ally 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.
Blessings
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing 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.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Current Hour:
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 10
Hourglass
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of 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.
Location #1: Cell
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Harvester's Pit
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Soul Foundry
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kess/Gimry, None
Location #4: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seoni/TheChu, Cogsnap/tcolmaster01, None
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30
THEN Combat 30
Yracandra may not be evaded and is immune to the Electricity and Poison traits.
Before you act, each character at this location recharges 2 random cards, then must succeed at a Wisdom 14 check or expend 1d4 mythic charges.
The first time that you fail a check to defeat Yracandra, before you are dealt damage, draw a number of cards equal to your hand size.
If defeated, each character at this location draws 2 cards.
WotR
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
WotR
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
WotR
Item 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.
Location #5: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Shardra/AbrahamZ., None
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.
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 40
Firadreal is immune to the Electricity and Poison traits.
During this encounter, on any check, you may roll a d4 instead of the normal die; for each die you roll that is not a d20 or a d4, bury a card from your deck.
Before you act, each character at your location is dealt 1d4+1 Electricity damage, then must succeed at a Constitution or Fortitude 9 check or that character may not play boons that have the Attack trait or weapons during this encounter.
WotR
Ally 1
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.
WotR
Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.
WotR
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.
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.
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 14
OR Disable 11
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 21
OR Wisdom 13
The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
If you played a boon to examine this card, bury the boon.
Location #6: 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 #7: Middle of Nowhere
At This Location: You cannont play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do no discard that many cards from the blessings deck, you cannot move or be moved.
When Closing: This location is always closed, it cannot be opened.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
| Kess - Gimry |
========================
Kess starts her turn.
Hour: Blessing of Sarenrae
Hour Power:No effect.
Location: Harvester's Pit
Location Power:When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Adventure Powers:
Scenario Powers:
Move to Occult Library
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30
THEN Combat 30
Yracandra may not be evaded and is immune to the Electricity and Poison traits.
Before you act, each character at this location recharges 2 random cards, then must succeed at a Wisdom 14 check or expend 1d4 mythic charges.
The first time that you fail a check to defeat Yracandra, before you are dealt damage, draw a number of cards equal to your hand size.
If defeated, each character at this location draws 2 cards.
Recharge 2 cards: 1d6 + 1d5 ⇒ (3) + (3) = 6
Auto Fail the Wisdom check
Mythic Charges Lost: 1d4 ⇒ 4
Pause here because Seoni and Cogsnap need to do the BYA so we can figure out where we're at cardwise
| Seoni - The Chu |
Off-turn BYAs
BYA Random Recharge: 1d6 ⇒ 4 = Chalice of Ozem
BYA Random Recharge: 1d5 ⇒ 5 = Count Jeggare
Auto-fail the Wisdom check
BYA Expend Mythic Charges: 1d4 ⇒ 2 = 3 Remaining
Hand: Disintegrate (Core), Vampiric Touch, Wand of Enervation (Core), Blessing of Pharasma,
Displayed:
Deck: 7 Discard: 9 Buried: 1
Current Location: Occult Library
Hero Points: 5
Mythic Charges: 3
NOTES:
Available Support: Saving for myself - None
* Disintegrate - Add 3d10 to a local check against a Lock or Obstacle barrier
* 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 Torture Chamber if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Meteor Swarm (Core), Toff Ornelos
Recharged: Death's Touch (Core), Gem of Mental Acuity (Core), Lightning Bolt (Core), Chalice of Ozem, Count Jeggare,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Knowledge: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
- Perception: Wisdom+2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: Charisma+2
Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
POWERS:
- For your power feat, you may check any 1 of the traits below. That trait applies in any power that uses the word ""mastered.""
☐ Acid ☑ Cold ☑ Electricity ☑ Fire
☑ You may add 1 mastered trait to your check.
- Before your combat check, you may discard a card to draw an Arcane (□ or Magic) or mastered card from your discards or recovery pile.
- On your check to recharge an Attack or mastered spell (☑ or item), you may automatically succeed.
- When you acquire a card that has a mastered trait or an ally (☑ or a spell) you may draw a card.
- ☑ Add 4 to your check that has a mastered trait.
- Reduce damage of a mastered type you suffer by 2 (□ 4).
- Mythic Archmage:
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
- Knights of Kenabres: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks:
Righteous Medal of Command: Charisma
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
- 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 Clarity: Knowledge: Intelligence +5
Mythic Medal of Command: Arcane: Charisma +5
| Kess - Gimry |
Combat 30: 1d10 + 7 + 1d12 + 1d4 + 6 + 1d4 + 1 + 1d12 + 2 ⇒ (8) + 7 + (7) + (3) + 6 + (2) + 1 + (5) + 2 = 41
Combat(Melee) - 1d10+7
Brawlers Might - 1d12
Brawlers Aid - 1d4+6
Crocodile Skin Madu - 1d4
Ursine Rageskin - 1
Blessed - 1d12
Mythic Marshall (Str) - 2
Reveal Phantom for Ursine Rageskin
Recharge Phantom for Brawlers Aid
Discard Green Faith to Bless
| Seoni - The Chu |
Off-turn encounter
Combat 30: 1d12 + 4 + 2 + 3 + 4 + 5 - 2 + 4d6 ⇒ (12) + 4 + 2 + 3 + 4 + 5 - 2 + (1, 1, 1, 2) = 33
Arcane: 1d12+4+2
Miscellaneous: Mythic Charges: 3
Adding/Existing Elemental Mastery Trait: 4
Mythic Medal of Command: Arcane: 5-2
Disintegrate: 4d6
| Kess - Gimry |
Defeating a monster lets me heal a card
Kess is healed for 1: (Blessing of the Green Faith). Deck shuffled.
Defeating a Mythic Monster lets be get a Mythic Charge back
Draw a new spell from Closing location - TBD
Cogsnap and Seoni draw 2 cards
"
Hand: Crocodile Skin Madu, Ursine Rageskin, Topaz of Strength, Phantom (Shadowcat), Smokey (Bear), Blessing of the Green Faith, Blessing of Gozreh,
Displayed: Bearskin Armor,
Deck: 12 Discard: 3 Buried: 0
Current Location: Occult Library
Hero Points: 6
NOTES:
Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.
Blessing of the Green Faith - Recharges to Bless
Other: Paizo reroll used for scenario 1-6B?: N
Middle of Deck (Unknown Order): Councilor's Ring, Cloud Puff, Gecks (Fire Gecko), Amulet of Furious Fists, Big Eyes (Wolf), Magic Chain Mail, Kaa (Reed Moccasin), Iron Knuckles, Blessing of the Green Faith (2), Thylacine, Shaman, Bulwinkle (Moose)
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
- Acrobatics: Dexterity +1
Constitution d8 ☑ +1 ☐ +2 ☐ +3
- Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☑ +2
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
POWERS:
For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ 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
Champions of Mendev - Arcane (Charisma + 5)
Champions of Mendev - Fortitude (Constitution + 5)
"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:
Notes for Cogsnap: Needs to do Yracandra BYA
Draw 2 Cards
Notes for Seoni: Draw 2 Cards
Cell CLOSED
Harvester's Pit CLOSED
Soul Foundry CLOSED
Seoni, Kess, Cogsnap - Occult Library CLOSED
Shardra - Torture Chamber 1-9 remain // 1=Glimmer of Hope; 2= Firadreal (villain!); Blasphemy Demon and Mist Horror are known
Cavern CLOSED
Middle of Nowhere"
| Shardra Z. |
Off turn: When Kess goes after Ycandra, Shardra guards the Torture Chamber, which requires everyone to take 1 Mental dmg that cannot be reduced. Hope that wouldn't have changed the previous encounter... Shardra discards Kolo.
It is the hour of Baphomet
Location Power: Combat or Fire damage dealt to you is increased by 1d4.
Free exploration
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.
Glimmer of Hope is displayed next to the scenario.
Discard Crystal Ball to examine top 3 cards of location - Firadreal, Wolverine, Mist Horror - leave in the same order, then explore
None
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 40
Firadreal is immune to the Electricity and Poison traits.
During this encounter, on any check, you may roll a d4 instead of the normal die; for each die you roll that is not a d20 or a d4, bury a card from your deck.
Before you act, each character at your location is dealt 1d4+1 Electricity damage, then must succeed at a Constitution or Fortitude 9 check or that character may not play boons that have the Attack trait or weapons during this encounter.
BYA Electricity dmg: 1d4 + 1 ⇒ (2) + 1 = 3 Reveal Stole of the Inheritor to reduce by 4 to 0
Ask Cogsnap for the Carnival
Fort 9: 2d10 + 2 ⇒ (3, 8) + 2 = 13
Recharge Immolation Cloak to add 6d8 (for 6 mythic charges) and fire trait; take 1 fire dmg - reveal stole of inheritor to reduce 1 fire dmg to 0
Display and then Discard Aqueous Orb
Ask Seoni for Blessing of Pharasma to double bless
Spend 6 mythic charges
Change 3d8 to 3d4 and 3d6 to 3d4
Combat 40, mythic, cloak, orb: 3d20 + 7 + 6 + 3d20 + 3d4 + 3d4 ⇒ (11, 2, 10) + 7 + 6 + (14, 3, 3) + (1, 2, 3) + (4, 3, 2) = 71
We win!
| TColMaster |
Development:
You’ve escaped from the maddening halls, having defeated both the treachery demon Yracandra and her vulture demon foe, Firadreal. You secured the tower, as well as many of its riches. And in the midst of your triumph, you found the lost rogue Aucinda.
Her entire party slaughtered, Aucinda fled to the tower’s upper reaches. In the years since, she has worked to manipulate the two demons’ forces against each other. Every victory one of them had was preceded by some deception on Aucinda’s part. With neither demon gaining the upper hand, neither could use the tower to further the desires of the Abyss.
Now that is the work of a true hero. She—and you—will bring inspiration to all who seek to restore the Worldwound.
REWARD
Each character chooses item or spell, 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 item in her deck with the loot Robe of Rifts. 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.)
Dire Griffon (Ally 6)
Waxberry (Ally 5)
Immolation Cloak (Armor 6)
Charm Monster (Spell 2)
Dismissal (Spell 2)
| TColMaster |
1-6D: APOCALYPSE: WORLDWOUND
You’ve rendezvoused with your army at the Rolling Riverbed south of the Hanging Tower. You freed the rogue crusader Aucinda Fermender, who now serves as an inspiration to your beleaguered army. If she can survive four years in the Hanging Tower, certainly all of you can return home after a much shorter stay in the Wounded Lands.
This all assumes you survive the next day. You are heading along the riverbed to Undarin, the stronghold of the witch Areelu Vorlesh. It was Areelu who set in motion all of the disasters that have befallen your country in the last months. The attack on Kenabres, the collapse of the wardstones, the creation of the Worldwound itself—she is the source of all your pains.
Things have not gone Areelu’s way, however. Both your activities and those of the champions the queen sent into the Worldwound have imperiled her clutch for power. When a fiendish witch beholden to demon princes fails, she is not likely to survive the experience.
Last time you were at Undarin, you tried your best to avoid patrols of evil paladins and shadow demons. This time, you’ll be ready for them. In fact, they should probably get ready for you. Let nothing stand in your way as you rush headlong to confront Areelu. Once you’ve removed all opposition, you can stop Areelu’s rituals to expand the Worldwound… and whatever else she has planned. It all ends today.
| TColMaster |
During This Adventure: The servitor demon is the henchman 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: When you encounter a bane that is not summoned, before you act, you may summon and encounter the henchman Ivory Templar. If you do not summon and defeat the Ivory Templar, the difficulty of your checks to defeat the bane is increased by 10.
Henchman
Type: Monster
Traits: Human Paladin
To Defeat: Combat 20
If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar. If undefeated, before taking damage, recharge your hand and reset it. If defeated, you may immediately attempt to close the location this henchman came from.
When you encounter a boon, before you act, you may summon and encounter the henchman Shadow Demon. If you do not summon and defeat the Shadow Demon, the difficulty of your checks to acquire the boon is increased by 5.
Henchman
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia
DISPLAY THE TROOP 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
Scenario Level (#): 6
Turn: 0, Kess/Gimry
Monsters
WotR
Monster 4
Traits:
Undead
Incorporeal
To Defeat:
Combat 22
The Greater Shadow is immune to the Mental and Poison traits.
If the check to defeat has the Basic or Elite trait, the Greater Shadow is undefeated.
When you are dealt damage by the Greater Shadow, you must first choose blessings to discard as your damage, if you have any.
Negative energy and devoured souls increase its size_
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
WotR
Monster 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.
WotR
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
Barriers
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
WotR
Barrier B
Traits:
Task
Cache
To Defeat:
None 0
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
WotR
Barrier 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.
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.
WotR
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
Weapons
WotR
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+2. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 2d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may put this card on top of your deck to reroll the dice; take the new result.
WotR
Weapon 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.
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.
WotR
Weapon 5
Traits:
Bow
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.
WotR
Weapon 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.
Spells
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.
WotR
Spell 4
Traits:
Magic
Divine
Attack
Fire
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
WotR
Spell B
Traits:
Magic
Divine
Attack
Veteran
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
WotR
Spell 5
Traits:
Magic
Arcane
Divine
Attack
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.
Armors
WotR
Armor 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.
WotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 5
Traits:
Shield
Offhand
Magic
Divine
Iomedae
Mythic
To Acquire:
Constitution
Fortitude 10
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by an amount equal to your number of mythic charges; you may also recharge a card that has the Iomedae trait to reduce all damage by that amount. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Armor 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.
Items
WotR
Item 6
Traits:
Accessory
Divine
Iomedae
Mythic
To Acquire:
Wisdom
Divine 20
For your combat check, discard this card to use your Divine skill + 3d6 plus your number of mythic charges. If the check is to defeat a bane that has the Undead trait, add 3d12 instead of 3d6.
Recharge this card to add a card from the blessings deck to your hand. If the card has the Iomedae trait, shuffle a random card from the blessings discard pile into the blessings deck.
If your character would die, banish this card to shuffle your hand, your discard pile, and your buried cards into your deck instead; you are not dead.
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.
WotR
Item 2
Traits:
Object
To Acquire:
Charisma
Diplomacy 9
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
WotR
Item 3
Traits:
Liquid
Magic
Divine
To Acquire:
Craft
Wisdom
Divine 12
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
WotR
Item B
Traits:
Book
Veteran
To Acquire:
Intelligence
Knowledge 9
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.
Allies
WotR
Ally 1
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
WotR
Ally 4
Traits:
Human
Warrior
To Acquire:
Strength
Melee 12
THEN Charisma
Diplomacy 12
Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.
WotR
Ally 2
Traits:
Human
Hireling
To Acquire:
Intelligence
Knowledge
Charisma
Diplomacy 9
Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
WotR
Ally 3
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.
WotR
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 9
Discard this card to give any number of cards to another character.
Discard this card to explore your location.
Blessings
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 30
[b]Hourglass
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.
Blessing of Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Sarenrae
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of 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.
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of the 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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing of Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Location #1: Locust Shrine
Abyssal
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #2: Prison Vault
Abyssal
At This Location: If you move here, you cannot explore this location this turn.
When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.
When Permanently Closed: Before closing, draw any boons left in this location.
M: 0 Ba: 4 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #3: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: 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: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
| TColMaster Cogsnap |
Starting Location: Prison Vault
"
Hand: Acidic Bolas, Clockwork Servant (Core) 2, Bottled Lightning, Flame Cannon, Blessing of Norgorber, Blackfingers, Slick Leather, Starbow,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 3
Mythic Charges:6
Middle of Deck (Unknown Order): Blessing of Nethys (Core), Crystalline Carnivore, Anesthetizing SLime, The Carnival, Elixir of Focus, Elixir of Healing, Dragon's Breath (Core), Talisman of True Faith, Potion of Focus, Acid Flask (Core), Blast Stone, Clockwork Servant (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Mythic:Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Disable +3
Ranged +1 +5
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
Ranged: Dexterity + 5
Fort: Con +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.
| Kess - Gimry |
Start at Torture Chamber
"
Hand: Bearskin Armor, Ursine Rageskin, Kaa (Reed Moccasin), Gecks (Fire Gecko), Thylacine, Baby Triceratops, Blessing of Gorum,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Torture Chamber
Hero Points: 6
NOTES:
Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.
Blessing of the Green Faith - Recharges to Bless
Other: Paizo reroll used for scenario 1-6CD: N
Middle of Deck (Unknown Order): Smokey (Bear), Cloud Puff, Blessing of the Green Faith, Iron Knuckles, Shaman, Bulwinkle (Moose), Amulet of Furious Fists, Councilor's Ring, Blessing of Gozreh, Phantom (Shadowcat), Crocodile Skin Madu, Magic Chain Mail, Blessing of the Green Faith (2), Topaz of Strength
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
- Acrobatics: Dexterity +1
Constitution d8 ☑ +1 ☐ +2 ☐ +3
- Fortitude: Constitution +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☑ +2
- Diplomacy: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
POWERS:
For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ 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
☑ When you would fail a combat check, you may bury a random card to add 1d8
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
Champions of Mendev:
☑ Arcane (Charisma + 5)
☑ Fortitude (Constitution + 5)
☑ Knowledge (Intelligence + 5)
| Seoni - The Chu |
Seoni starts at the Occult Library.
Hand: Good Omen (Core), Death's Touch (Core), Chalice of Ozem, Blessing of Abadar, The Foreign Trader, Blessing of Sivanah, Count Jeggare,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Occult Library
Hero Points: 5
Mythic Charges: 6
NOTES:
Available Support: Saving for myself - None
* Good Omen - Add 1d6+# to any check to acquire, close, or guard
* Chalice of Ozem - Display next to local character to give that character 1d6 to all checks, recharged at EoT
* Blessing of Abadar - Add 1 die to any check, add 2 dice to any check to defeat a Barrier, recharges if Blessing of Abadar is current hour
* The Foreign Trader - Add 1 die to local non-Combat check and also add 1d8
* 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 Prison Vault or Torture Chamber if necessary.
Other: I am Seoni. The elements call me to cleanse this place!
Middle of Deck (Unknown Order): Gem of Mental Acuity (Core), Poison Blast (Core), Lightning Bolt (Core), Fireball Beads, Disintegrate (Core), Blessing of Pharasma, Nightspear (Thorn), The All-Seeing Eye, Meteor Swarm (Core), Magic Leather Armor (Core), Wand of Enervation (Core), Acadamae Scholar (Hanneman), Vampiric Touch, Toff Ornelos, Acadamae Student (Peri)
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Knowledge: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
- Perception: Wisdom+2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: Charisma+2
Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
POWERS:
- For your power feat, you may check any 1 of the traits below. That trait applies in any power that uses the word ""mastered.""
☐ Acid ☑ Cold ☑ Electricity ☑ Fire
☑ You may add 1 mastered trait to your check.
- Before your combat check, you may discard a card to draw an Arcane (□ or Magic) or mastered card from your discards or recovery pile.
- On your check to recharge an Attack or mastered spell (☑ or item), you may automatically succeed.
- When you acquire a card that has a mastered trait or an ally (☑ or a spell) you may draw a card.
- ☑ Add 4 to your check that has a mastered trait.
- Reduce damage of a mastered type you suffer by 2 (□ 4).
- Mythic Archmage:
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
- Knights of Kenabres: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks:
Righteous Medal of Command: Charisma
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
- 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 Vigor: Fortitude: Constitution + 5
Mythic Medal of Clarity: Knowledge: Intelligence +5
Mythic Medal of Command: Arcane: Charisma +5
| Shardra Z. |
Start at Prison Vault
"
Hand: Aqueous Orb, Cloudburst, Ice Strike (Core), Crystal Ball, Wand of Flying, Flame Staff, Blessing of Nethys 2, Kolo (WoTR),
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Prison Vault
Hero Points: 6
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
Middle of Deck (Unknown Order): Blessing of Pulura, The All-Seeing Eye, Blessing of Nethys 1, Cleric of Nethys, Divine Blaze, Wayfarer, Blessing of Xoveron, Summon Hellhounds, Stole of the Inheritor, Major Cure, Fortune-Teller, Blessing of Qi Zhong, Sirocco, Repulsion (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fort: Con +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +3
Knowledge: Wis +2
Charisma d6 ☑ +1 ☑ +2
Favored Card: Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors | ☐ Heavy Armors
POWERS (Role: Visionary):
When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.
When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. ([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
| TColMaster |
During This Adventure: The servitor demon is the henchman 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: When you encounter a bane that is not summoned, before you act, you may summon and encounter the henchman Ivory Templar. If you do not summon and defeat the Ivory Templar, the difficulty of your checks to defeat the bane is increased by 10.
Henchman
Type: Monster
Traits: Human Paladin
To Defeat: Combat 20
If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar. If undefeated, before taking damage, recharge your hand and reset it. If defeated, you may immediately attempt to close the location this henchman came from.
When you encounter a boon, before you act, you may summon and encounter the henchman Shadow Demon. If you do not summon and defeat the Shadow Demon, the difficulty of your checks to acquire the boon is increased by 5.
Henchman
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia
DISPLAY THE TROOP 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
Scenario Level (#): 6
Turn: 1, Shardra/AbrahamZ.
Monsters
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 16
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 15
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
If undefeated, banish an ally that does not have the Animal trait.
WotR
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 14
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
This sinister crouching humanoid resembles a horned, winged demon statue_
WotR
Monster 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.
WotR
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
Barriers
WotR
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.
WotR
Barrier 5
Traits:
Obstacle
Magic
To Defeat:
Wisdom
Perception
Survival 15
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.
WotR
Barrier 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.
Weapons
WotR
Weapon 4
Traits:
Axe
Melee
Slashing
2-Handed
Magic
Corrupted
Veteran
To Acquire:
Strength
Melee 12
For your combat check, recharge this card to use your Strength or Melee skill + 1d12 plus the scenario's adventure deck number. If proficient with weapons, you may additionally discard this card to add your Strength die and the Acid trait. If the bane has the Plant or Vermin trait, add an additional 1d12. If this card has the Corrupted trait, after the encounter, roll 1d8; on a 1, banish this card, then summon and encounter the henchman Fiendish Tree.
WotR
Weapon 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.
WotR
Weapon 5
Traits:
Knife
Ranged
Piercing
Magic
Corrupted
To Acquire:
Dexterity
Ranged 13
If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.
WotR
Weapon 5
Traits:
Bow
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.
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.
Spells
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.
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.
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 8
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.
WotR
Spell B
Traits:
Magic
Divine
Attack
Veteran
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
WotR
Spell 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
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Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Reveal this card to add 2 and the Piercing trait to your Melee combat or Diplomacy check.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Armor 5
Traits:
Heavy Armor
Magic
Mythic
To Acquire:
Constitution
Fortitude 13
Recharge this card to add your number of mythic charges to your non-combat Dexterity, Wisdom, Constitution, or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude
Arcane
Divine 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
WotR
Item 6
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 13
Discard this card and attempt an Intelligence or Knowledge check with a difficulty of 5 plus twice the scenario's adventure deck number. If you succeed, move each character to any location; if you fail, move each character to a random location.
After you play this card, if each character is at a closed location, you may recharge this card instead of discarding it.
WotR
Item 5
Traits:
Staff
Magic
Arcane
Attack
To Acquire:
Intellgence
Arcane 14
For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally add 2d10 and the Cold, Electricity, Fire, or Force trait.
When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.
WotR
Item B
Traits:
Liquid
Mythic
To Acquire:
Wisdom
Divine 9
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.
WotR
Item 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.
WotR
Item 2
Traits:
Object
To Acquire:
Charisma
Diplomacy 9
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
Allies
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Ally 4
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.
WotR
Ally B
Traits:
Elf
Hireling
To Acquire:
Charisma
Diplomacy 4
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
WotR
Ally B
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
WotR
Ally 3
Traits:
Outsider
Devil
Temptation
To Acquire:
Intelligence
Charisma
Arcane 7
During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.
WotR
Ally 6
Traits:
Deity
Outsider
Demon
Aristocrat
Temptation
To Acquire:
Charisma
Diplomacy 20
Banish this card to add 2d20 to any check to defeat a villain. After the encounter, if you don't win the scenario, banish your hand, deck, and discard pile.
Blessings
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Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
WotR
Blessing B
Traits:
Divine
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:
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.
Hours Remaining: 29
Hourglass
Blessing of Sifkesh
WotR
Blessing 5
Traits:
Divine
Sifkesh
Corrupted
To Acquire:
Bury any card 0
OR Divine 5
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Sarenrae
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of 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.
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of the 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.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing of Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Location #1: Locust Shrine
Abyssal
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
WotR
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.
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.
WotR
Barrier 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
WotR
Monster 2
Traits:
Outsider
To Defeat:
Combat 15
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_
WotR
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
WotR
Henchman 6
Type: Barrier
Traits:
Army
Dragon
Demon
Pitborn
Cleric
To Defeat:
Combat
Combat 40
OR Arcane
Perception
Survival
Ranged 20
Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character at your location is moved to a random other location. If defeated, you may immediately attempt to close the location this henchman came from.
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.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Location #2: Prison Vault
Abyssal
At This Location: If you move here, you cannot explore this location this turn.
When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.
When Permanently Closed: Before closing, draw any boons left in this location.
M: 0 Ba: 4 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/AbrahamZ., Cogsnap/tcolmaster01, None
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.
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Henchman 5
Type: Barrier
Traits:
Outsider
Fiend
To Defeat:
Combat 33
The Stringy Fiend may not be evaded and is immune to the Acid and Poison traits.
Before you act, each character at a random other occupied location must succeed at a Dexterity or Acrobatics 10 check or move to this location and be unable to play weapons or spells during this encounter.
If defeated, you may immediately attempt to close the location this henchman came from.
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Spell 4
Traits:
Magic
Arcane
Divine
Mythic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Discard this card to allow a character at your location to use a power on your mythic path card.
Discard this card and expend a mythic charge to use a power on another character's mythic path card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 14 or Divine 16 check to recharge this card instead of discarding it.
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
WotR
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.
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Item 2
Traits:
Tool
Magic
To Acquire:
Intelligence
Knowledge 10
While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card.
WotR
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.
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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.
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Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma 8
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Location #3: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Kess/Gimry, None
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Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Acrobatics 9
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Ally 2
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
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Monster B
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids_
WotR
Ally B
Traits:
Human
Ranger
To Acquire:
Melee
Ranged 7
OR Charisma
Diplomacy 6
Discard this card to add 1d6 to your check against a bane that has the Demon trait.
Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.
WotR
Henchman 6
Type: Monster
Traits:
Outsider
Demon
Servitor
To Defeat:
Combat 30
The Ophidian Demon may not be evaded and is immune to the Electricity and Poison traits. If the check has the Force or Slashing trait, or if you succeed at an Intelligence or Knowledge 14 check, add 5 to your checks to defeat.
Before you act, each character at your location is dealt 1d6 Combat damage; the difficulty of your check to defeat the henchman is increased by your result.
WotR
Monster 6
Traits:
Outsider
Demon
To Defeat:
Combat 25
The Fly Demon is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1d4+1 Acid damage.
If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.
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_
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Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
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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.
Location #4: Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
WotR
Barrier 4
Traits:
Temptation
Deity
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.
WotR
Ally B
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
WotR
Henchman 5
Type: Barrier
Traits:
Outsider
Fiend
To Defeat:
Combat 33
The Stringy Fiend may not be evaded and is immune to the Acid and Poison traits.
Before you act, each character at a random other occupied location must succeed at a Dexterity or Acrobatics 10 check or move to this location and be unable to play weapons or spells during this encounter.
If defeated, you may immediately attempt to close the location this henchman came from.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Item 2
Traits:
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.
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Barrier B
Traits:
Task
Cache
To Defeat:
None 0
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
WotR
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.
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Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
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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.
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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.
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
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Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. Add another 1d8 if the bane has the Demon trait. If not proficient with weapons, the difficulty of this check is increased by 4.
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Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.
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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.
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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_
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Villain 6
Type: Monster
Traits:
Outsider
Demon
Witch
Mythic
To Defeat:
Combat 45
THEN Combat 50
Areelu Vorlesh may not be evaded and is immune to the Electricity and Poison traits. If you succeed at a Divine or Knowledge 16 check, add 10 to your checks against her.
Before you act, a random other character summons and encounters the henchman Devastator.
If undefeated, a random character at your location summons and builds the location Middle of Nowhere and moves to it.
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Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
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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_
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Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.
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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.
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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.
Location #6: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seoni/TheChu, None
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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.
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Item B
Traits:
Tool
To Acquire:
Intelligence
Knowledge 7
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.
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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.
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Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
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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.
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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.
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Item B
Traits:
Wand
Attack
Magic
Arcane
Divine
Mental
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck.
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it.
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.
WotR
Barrier 6
Traits:
Trap
Magic
Arcane
To Defeat:
Constitution
Fortitude
Wisdom 17
OR Disable 15
If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.
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.
| Shardra Z. |
It is the hour of Inheritor
Location Power: If you move here, you cannot explore this location this turn.
Free exploration
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.
Opt not to summon Shadow Demon, increasing difficulty by 5.
Fort 7+5=12: 1d10 + 3 ⇒ (3) + 3 = 6 banished
Discard Crystal Ball to examine top 3 cards of location and leave them in order as: Stringy Fiend, Lend Mythic Path, Heavy Crossbow, then explore
WotR
Henchman 5
Type: Barrier
Traits:
Outsider
Fiend
To Defeat:
Combat 33
The Stringy Fiend may not be evaded and is immune to the Acid and Poison traits.
Before you act, each character at a random other occupied location must succeed at a Dexterity or Acrobatics 10 check or move to this location and be unable to play weapons or spells during this encounter.
If defeated, you may immediately attempt to close the location this henchman came from.
BYA random occupied location 1=TC, 2=OL: 1d2 ⇒ 1
Kess must succeed at a Dexterity or Acrobatics 10 check or move to this location and be unable to play weapons or spells during this encounter.
Scenario Power: When you encounter a bane that is not summoned, before you act, you may summon and encounter the henchman Ivory Templar. If you do not summon and defeat the Ivory Templar, the difficulty of your checks to defeat the bane is increased by 10.
Henchman
Type: Monster
Traits: Human Paladin
To Defeat: Combat 20
If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar. If undefeated, before taking damage, recharge your hand and reset it. If defeated, you may immediately attempt to close the location this henchman came from.
Send Ice Strike to Recovery
Combat 20, mythic: 1d10 + 7 + 6 + 3d6 ⇒ (5) + 7 + 6 + (6, 5, 2) = 31
Note: according to the game board Stringy Fiend is a barrier but the online wiki says that it's a monster which makes a lot more sense. I'll assume that's the case since I think a lot of Combat options can't be used against a barrier.
Send Cloudburst to Recovery
Discard Blessing of Nethys 2
Combat 33, mythic: 2d10 + 7 + 6 + 3d6 ⇒ (9, 7) + 7 + 6 + (2, 5, 6) = 42
When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check. Use Shardra power to use Knowledge for the Dex 11 check
Knowledge 11, mythic, Kolo: 1d10 + 6 + 6 + 3 ⇒ (5) + 6 + 6 + 3 = 20
Prison Vault is closed
When Permanently Closed: Before closing, draw any boons left in this location. Draw Lend Mythic Path, Heavy Crossbow, Planar Tuning Fork, Commander's Field Plate
Shardra power: after succeeding at a Knowledge check, examine top 2 cards of any location: Torture Chamber 1=Expeditious Chain Mail; 2= Wolf
Cloudburst power: move to Occult Library
Recovery Phase:
Recharge Ice Strike? Divine 14, mythic: 1d10 + 7 + 6 ⇒ (7) + 7 + 6 = 20
Recharge Cloudburst? Divine 13, mythic: 1d10 + 7 + 6 ⇒ (3) + 7 + 6 = 16
Reset Hand, discarding Crossbow, Tuning Fork
"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:
Notes for Kess: must succeed at a Dexterity or Acrobatics 10 check or move to Prison Vault
Locust Shrine 1-10 remain
Cogsnap - Prison Vault CLOSED
Kess - Torture Chamber 1-10 remain // 1=Expeditious Chain Mail; 2=Wolf
Cathedral of Chaos 1-10 remain
Abattoir 1-10 remain
Seoni, Shardra - Occult Library 1-10 remain"
"
Hand: Aqueous Orb, Lend Mythic Path, Sirocco, Commander's Field Plate, Wand of Flying, Flame Staff, Kolo (WoTR),
Displayed:
Deck: 15 Discard: 4 Buried: 0
Current Location: Occult Library
Hero Points: 6
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
Lend Mythic Path: allow a character at your location to use a power on your mythic path card.
Commander's Field Plate: When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Wand of Flying: examine top card of 2 locations, then a local character can move
Middle of Deck (Unknown Order): Divine Blaze, Fortune-Teller, Wayfarer, Summon Hellhounds, Major Cure, Blessing of Nethys 1, Blessing of Qi Zhong, Blessing of Pulura, Stole of the Inheritor, Blessing of Xoveron, Repulsion (Core), Cleric of Nethys, The All-Seeing Eye
Recharged: Ice Strike (Core), Cloudburst,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fort: Con +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +3
Knowledge: Wis +2
Charisma d6 ☑ +1 ☑ +2
Favored Card: Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors | ☐ Heavy Armors
POWERS (Role: Visionary):
When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.
When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. ([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