[PFSACG]The Complete Adventure

Game Master TColMaster

Digital Chronicle Sheets

Shared Hand Tracker

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

Mythic Charges:

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

S&S Ship Rules:

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

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

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

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

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

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

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

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

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


2,251 to 2,300 of 2,583 << first < prev | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | next > last >>

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

========================
Seoni starts her turn.
Hour: Blessing of Sifkesh
Hour Power:No effect.
Location: Occult Library
Location Power: When you play a card that has the Book trait, banish it.
Scenario Powers: 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.
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.

Seoni explores the Occult Library.

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

Elect to fail that and banish, discarding Blessing of Sivanah to explore again

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

Elect not to summon Shadow Demon

Knowledge 12 (7+5): 1d8 + 3 + 2 + 6 + 4 + 5 - 2 ⇒ (1) + 3 + 2 + 6 + 4 + 5 - 2 = 19

Roll Details:

Knowledge: 1d8+3+2
Miscellaneous: Mythic Charges: 6
Adding/Existing Elemental Mastery Trait: 4
Mythic Medal of Clarity: Knowledge: 5-2

Discarding The Foreign Trader to explore again

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

Elect to fail that and banish

Seoni wrote:

Hand: Good Omen (Core), Death's Touch (Core), Chalice of Ozem, Abyssal Traveler's Kit, Blessing of Abadar, Count Jeggare,

Displayed:
Deck: 15 Discard: 2 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
* Abyssal Traveler's Kit - Add 1d4 to any check by a character at a location that has the Abyssal trait
* 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!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Disintegrate (Core), Nightspear (Thorn), Gem of Mental Acuity (Core), Magic Leather Armor (Core), Wand of Enervation (Core), Poison Blast (Core), Lightning Bolt (Core), Meteor Swarm (Core), Acadamae Scholar (Hanneman), Acadamae Student (Peri), Fireball Beads, Blessing of Pharasma, Toff Ornelos, Vampiric Touch, The All-Seeing Eye
Recharged:
Discard Pile: Blessing of Sivanah, The Foreign Trader,
Buried Pile:

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

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

End of Turn Summary:
- Failed to acquire Cards 1, 3 of Occult Library (Wolverine, Skirmishing Spear)
- Acquired Card 2 (Abyssal Traveler's Kit)
- Discarded Blessing of Sivanah, The Foreign Trader

Board Status
Most Recent BR Refresh
Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Notes for Kess: 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 4-10 remain


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

    Out of Turn Updates: None

    Turn - Hour:Blessing of Ascension
    Hour Rules: None
    SOT: Display Slick Leather
    Give Card: None
    Move: Abattoir
    Location Powers: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
    Explore: Demonbane Longsword +2
    Take the hit, autofail the STR/Melee 12
    Bury Clockwork Servant to explore

    Gift of Shamira

    Display it.

    Cogsnap ends their turn.

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

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

    "

    Cogsnap wrote:

    Hand: Acidic Bolas, The Carnival, Bottled Lightning, Flame Cannon, Blessing of Norgorber, Blackfingers, Elixir of Focus, Starbow,

    Displayed: Slick Leather,
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 3
    Mythic Charges:6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Clockwork Servant (Core), Crystalline Carnivore, Blast Stone, Blessing of Nethys (Core), Acid Flask (Core), Elixir of Healing, Dragon's Breath (Core), Talisman of True Faith, Potion of Focus, Anesthetizing SLime
    Recharged: Clockwork Servant (Core) 2,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.

    "


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

    Favored of Deskari:

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

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

    During This Scenario:

    Additional Rules: 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.

    Ivory Templar:

    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.

    Shadow Demon:

    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

    Gift of Shamira:

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

    DISPLAY THE TROOP CHAMPIONS OF MENDEV.
    CHampions of Mendev:

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

    Scenario Level (#): 6

    Turn: 4, Kess/Gimry

    Random Cards:

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

    Spoiler:
    Greater Shadow
    WotR
    Monster 4
    Traits:
    Undead
    Incorporeal
    To Defeat:
    Combat 22
    The Greater Shadow is immune to the Mental and Poison traits.
    If the check to defeat has the Basic or Elite trait, the Greater Shadow is undefeated.
    When you are dealt damage by the Greater Shadow, you must first choose blessings to discard as your damage, if you have any.
    Negative energy and devoured souls increase its size_

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

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

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

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

    Spoiler:
    Magic Ray Fusillade
    WotR
    Barrier 5
    Traits:
    Trap
    Magic
    Arcane
    To Defeat:
    Arcane
    Acrobatics
    Stealth 18
    If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

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

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

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

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

    Spoiler:
    Sawtooth Sabre +2
    WotR
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Veteran
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.

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

    Spoiler:
    Anarchy Hammer
    WotR
    Weapon 4
    Traits:
    Hammer
    Melee
    Bludgeoning
    Magic
    Corrupted
    Mythic
    To Acquire:
    Strength
    Melee 16
    If this card has the Corrupted trait, the difficulty of checks using this weapon against a bane that has the Demon trait increases by 5.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally expend a mythic charge to add another 2d6 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4.

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

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

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

    Spoiler:
    Divine Blaze
    WotR
    Spell 4
    Traits:
    Magic
    Divine
    Attack
    Fire
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    Spoiler:
    Winds of Vengeance
    WotR
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    Display this card next to your deck. While displayed, you may move at the end of your turn, add 1d8 to your combat checks, and reduce Acid, Cold, Electricity, Fire and Ranged Combat damage dealt to you by 4.
    At the end of your turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 18 check to recharge or to continue displaying this card; otherwise, discard it.

    Spoiler:
    Divine Blaze
    WotR
    Spell 4
    Traits:
    Magic
    Divine
    Attack
    Fire
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Expeditious Chain Mail
    WotR
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Acrobatics 9
    Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Mantle of Faith
    WotR
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 15
    Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Wand of Cancellation
    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.

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

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

    Spoiler:
    Wand of Sacred Weapon
    WotR
    Item 2
    Traits:
    Wand
    Attack
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 10
    For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

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

    Allies
    Spoiler:
    Merchant Lord
    WotR
    Ally 4
    Traits:
    Human
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 9
    Discard this card to give any number of cards to another character.
    Discard this card to explore your location.

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

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

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Shardra/AbrahamZ.
    Blessing of Sarenrae
    WotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Seoni/TheChu:
    Spoiler:
    Hourglass Card 2 Seoni/TheChu
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 3 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    Blessing of the Inheritor
    WotR
    Blessing 6
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 12
    OR Divine 9
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
    Hourglass Card 4 Kess/Gimry:
    Spoiler:
    Hourglass Card 4 Kess/Gimry
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 5 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Shardra/AbrahamZ.
    Blessing of Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 8 Kess/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 9 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 10 Seoni/TheChu:
    Spoiler:
    Hourglass Card 10 Seoni/TheChu
    Blessing of the Inheritor
    WotR
    Blessing 6
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 12
    OR Divine 9
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
    Hourglass Card 11 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 12 Kess/Gimry:
    Spoiler:
    Hourglass Card 12 Kess/Gimry
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 13 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 14 Seoni/TheChu:
    Spoiler:
    Hourglass Card 14 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 15 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 16 Kess/Gimry:
    Spoiler:
    Hourglass Card 16 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 17 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 17 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 18 Seoni/TheChu:
    Spoiler:
    Hourglass Card 18 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 19 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Cogsnap/tcolmaster01
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 20 Kess/Gimry:
    Spoiler:
    Hourglass Card 20 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 21 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 21 Shardra/AbrahamZ.
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 22 Seoni/TheChu:
    Spoiler:
    Hourglass Card 22 Seoni/TheChu
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 23 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 23 Cogsnap/tcolmaster01
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 24 Kess/Gimry:
    Spoiler:
    Hourglass Card 24 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 25 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 25 Shardra/AbrahamZ.
    Blessing of 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.
    Hourglass Card 26 Seoni/TheChu:
    Spoiler:
    Hourglass Card 26 Seoni/TheChu
    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

    Locust Shrine Card 1:
    Spiked Pit Trap
    WotR
    Barrier B
    Traits:
    Trap
    Veteran
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
    Locust Shrine Card 2:
    Druid of the Storm
    WotR
    Ally 2
    Traits:
    Human
    Druid
    Veteran
    To Acquire:
    Divine 7
    OR Charisma
    Diplomacy 9
    Discard this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.
    Locust Shrine Card 3:
    Form of the Dragon
    WotR
    Spell 6
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 15
    Display this card and choose Acid, Cold, Electricity, Fire, or Poison. While displayed, reduce damage of the chosen type dealt to you to 0, and for your combat check, you may discard a card and use your Constitution or Charisma skill + 4d6+4 and the chosen trait.
    At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.
    Locust Shrine Card 4:
    Groaning Gate
    WotR
    Barrier 5
    Traits:
    Obstacle
    Magic
    Mythic
    To Defeat:
    Knowledge
    Arcane
    Divine 19
    OR Disable 16
    If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
    If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.
    Locust Shrine Card 5:
    Salamander
    WotR
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales_
    Locust Shrine Card 6:
    Mercenary
    WotR
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 10
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.
    Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
    Locust Shrine Card 7:
    Rasper Dragon Riders
    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.
    Locust Shrine Card 8:
    Mantle of Faith
    WotR
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 15
    Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Locust Shrine Card 9:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Locust Shrine Card 10:
    Demonic Horde
    WotR
    Barrier B
    Traits:
    Skirmish
    Demon
    To Defeat:
    None 0
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Location #2: Prison Vault
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    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: Kess/Gimry, None

    Torture Chamber Card 1 (Expeditious Chain Mail):
    Expeditious Chain Mail
    WotR
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Acrobatics 9
    Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Torture Chamber Card 2 (Wolf):
    Wolf
    WotR
    Ally 2
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location.
    Torture Chamber Card 3:
    Worm Demon
    WotR
    Monster B
    Traits:
    Outsider
    Undead
    Demon
    To Defeat:
    Combat 10
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.
    Worn demons inhabit and control the corpses of dead humanoids_
    Torture Chamber Card 4:
    Demon Hunter
    WotR
    Ally B
    Traits:
    Human
    Ranger
    To Acquire:
    Melee
    Ranged 7
    OR Charisma
    Diplomacy 6
    Discard this card to add 1d6 to your check against a bane that has the Demon trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
    Torture Chamber Card 5:
    Compelling Offer
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.
    Torture Chamber Card 6:
    Ophidian Demon
    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.
    Torture Chamber Card 7:
    Fly Demon
    WotR
    Monster 6
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 25
    The Fly Demon is immune to the Acid, Electricity, and Poison traits.
    If defeated, each character at your location is dealt 1d4+1 Acid damage.
    If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.
    Torture Chamber Card 8:
    Xenarth
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 24
    The Xenarth is immune to the Electricity and Poison traits.
    Before you act, the Xenarth deals 2 Acid damage to each character at your location.
    If undefeated, the Xenarth deals 2 Poison damage to you.
    If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
    Deadlier than any shark, these rare mutations are infused with demon ichor_
    Torture Chamber Card 9:
    Symbol of Insanity
    WotR
    Barrier 3
    Traits:
    Trap
    Magic
    To Defeat:
    Wisdom
    Divine 14
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
    Torture Chamber Card 10:
    Groaning Gate
    WotR
    Barrier 5
    Traits:
    Obstacle
    Magic
    Mythic
    To Defeat:
    Knowledge
    Arcane
    Divine 19
    OR Disable 16
    If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
    If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

    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
    Cathedral of Chaos Card 1:
    Gift of Nocticula
    WotR
    Barrier 4
    Traits:
    Temptation
    Deity
    Demon
    To Defeat:
    None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
    While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.
    Cathedral of Chaos Card 2:
    Apprentice
    WotR
    Ally B
    Traits:
    Half-Elf
    To Acquire:
    Arcane
    Divine
    Charisma
    Diplomacy 8
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.
    Cathedral of Chaos Card 3:
    Stringy Fiend
    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.
    Cathedral of Chaos Card 4:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Cathedral of Chaos Card 5:
    Horn of Assured Victory
    WotR
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
    Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.
    Cathedral of Chaos Card 6:
    Rallying Cry
    WotR
    Barrier B
    Traits:
    Task
    Cache
    To Defeat:
    None 0
    Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
    Cathedral of Chaos Card 7:
    Apocalypse Demon
    WotR
    Monster 6
    Traits:
    Outsider
    Demon
    Mythic
    To Defeat:
    Combat 27
    THEN Combat 30
    The Apocalypse Demon is immune to the Electricity and Poison traits.
    Before you act, if your location has the Abyssal trait, each other character at that location must succeed at a Wisdom 13 check or summon and build the location Middle of Nowhere and move there.
    If you evade the Apocalypse Demon, put it on top of its location deck and end your turn.
    Cathedral of Chaos Card 8:
    Ghoul
    WotR
    Monster B
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.
    Cathedral of Chaos Card 9:
    Spiny Shield
    WotR
    Armor 2
    Traits:
    Shield
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Cathedral of Chaos Card 10:
    Ice Strike
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

    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: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/tcolmaster01, None
    Abattoir Card 1:
    Spiked Pit Trap
    WotR
    Barrier B
    Traits:
    Trap
    Veteran
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
    Abattoir Card 2:
    Drocha Swarm
    WotR
    Monster 3
    Traits:
    Undead
    Swarm
    Incorporeal
    To Defeat:
    Combat 20
    OR Wisdom
    Divine 17
    The Drocha Swarm is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
    If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.
    Lost souls coalesce_ Eyes twitch_ Mouths scream_
    Abattoir Card 3:
    Areelu Vorlesh
    WotR
    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.
    Abattoir Card 4:
    Peryton
    WotR
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 14
    If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
    If unefeated, the damage dealth by the Peryton is increased by 3.
    Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
    Abattoir Card 5:
    Putrid Ooze
    WotR
    Monster 4
    Traits:
    Ooze
    Aquatic
    To Defeat:
    Combat 22
    OR Dexterity 16
    The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
    Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.
    If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_
    Abattoir Card 6:
    Mist Horror
    WotR
    Monster 3
    Traits:
    Outsider
    Elemental
    Incorporeal
    To Defeat:
    Combat 20
    The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
    If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
    After you act, shuffle this card into a random open location, then move to a random location.
    Abattoir Card 7:
    Spirit Blade
    WotR
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
    When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
    Abattoir Card 8:
    Shocking Lance +1
    WotR
    Weapon 3
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.

    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: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Shardra/AbrahamZ., Seoni/TheChu, None
    Occult Library Card 1:
    Horned Demon
    WotR
    Monster 4
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 26
    The Horned Demon is immune to the Electricity and Poison traits.
    Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
    These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
    Occult Library Card 2:
    Unearthly Aim
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 8
    Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.
    Occult Library Card 3:
    Alderpash's Ghoul
    WotR
    Monster 5
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 23
    Alderpash's Ghoul is immune to the Mental and Poison trait.
    Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
    If undefeated, end your turn.
    Occult Library Card 4:
    Wand of Paralyze
    WotR
    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.
    Occult Library Card 5:
    Abyssal Army
    WotR
    Henchman 6
    Type: Barrier
    Traits:
    Army
    Skirmish
    Demon
    Undead
    Mythic
    To Defeat:
    Combat
    Combat 40
    OR Arcane
    Knowledge
    Divine
    Acrobatics 23
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.
    Occult Library Card 6:
    Verminous Symbols
    WotR
    Barrier 6
    Traits:
    Trap
    Magic
    Arcane
    To Defeat:
    Constitution
    Fortitude
    Wisdom 17
    OR Disable 15
    If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
    If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.
    Occult Library Card 7:
    Terraform
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    When a character attempts to temporarily close a location, you may discard this card; that character automatically succeeds.
    When a character attempts to permanently close a location, you may discard this card and expend a mythic charge; that character automatically succeeds.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.


    OFF-TURN ACTIONS:
    Auto Fail the Acro check, so move to Prison Vault

    ========================
    Kess starts her turn.
    Hour: Blessing of Baphomet
    Hour Power:No effect.
    Location: Torture Chamber
    Location Power:Combat or Fire damage dealt to you is increased by 1d4.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • 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.
  • 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.

    Move back to Torture Chamber

    Expeditious Chain Mail:

    WotR
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Acrobatics 9
    Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Auto Fail this

    "

    Kess wrote:

    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.

    Other: Paizo reroll used for scenario 1-6CD: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Councilor's Ring, Shaman, Smokey (Bear), Amulet of Furious Fists, Topaz of Strength, Blessing of the Green Faith, Cloud Puff, Phantom (Shadowcat), Bulwinkle (Moose), Magic Chain Mail, Iron Knuckles, Blessing of the Green Faith (2), Crocodile Skin Madu, Blessing of Gozreh
    Recharged:
    Discard Pile:
    Buried Pile:

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

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

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

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Locust Shrine 1-10 remain
    Cogsnap - Prison Vault CLOSED
    Kess - Torture Chamber 2-10 remain // 2=Wolf
    Cathedral of Chaos 1-10 remain
    Abattoir 1-10 remain
    Seoni, Shardra - Occult Library 4-10 remain"


  • Deck Handler

    It is the hour of Sarenrae

    Give card: Lend Mythic Path to Seoni

    Move to: Locust Shrine
    Location Power: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.

    Free exploration

    Locust Shrine Card 1 is Spiked Pit Trap:

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

    BYA: location power - summon and encounter Derakni

    Derakni:

    WOTR-B, WOTR-C henchman (monster)
    OutsiderDemon
    Check to defeat: Combat 13
    Powers
    The Derakni is immune to the Electricity and Poison traits. Add 5 to your checks against this henchman if you succeed at an Intelligence or Knowledge 9 check, or if the check has the Force trait.

    Before you act, each character at your location attempts a Wisdom 5 check. For each character that fails, a random character at her location is dealt 2 Combat damage.

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

    Knowledge 9, mythic, kolo, location power: 1d10 + 6 + 6 + 3 - 2 ⇒ (2) + 6 + 6 + 3 - 2 = 15

    Shardra power: examine top 2 of any location: Locust Shrine 2=Druid of the Storm; 3=Form of the Dragon

    BYA Wis 5, mythic, location power, successful knowledge check: 1d10 + 4 + 6 - 2 + 5 ⇒ (9) + 4 + 6 - 2 + 5 = 22

    Reveal Flame Staff
    Combat 13, mythic, location power, successful knowledge check: 1d10 + 7 + 6 + 1d4 + 5 - 4 ⇒ (6) + 7 + 6 + (4) + 5 - 4 = 24

    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.

    Ivory Templar:

    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.

    Reveal Flame Staff
    Ask Seoni to recharge Abyssal Travelers Kit
    Combat 20, mythic: 1d10 + 7 + 6 + 1d4 + 1d4 ⇒ (4) + 7 + 6 + (1) + (1) = 19
    Spend 1 hero point to reroll - 5 hero points remain
    Combat 20, mythic: 1d10 + 7 + 6 + 1d4 + 1d4 ⇒ (9) + 7 + 6 + (2) + (1) = 25

    For Spiked Pit Trap, use Shardra's power to use Knowledge vs barriers

    Knowledge 7+6=13, mythic, kolo: 1d10 + 6 + 6 + 3 ⇒ (10) + 6 + 6 + 3 = 25

    Shardra power: examine top 2 of any location: Cathedral of Chaos 1=Gift of Nocticula; 2= Apprentice

    Spiked Pit Trap power: explore again

    Locust Shrine Card 2 is Druid of the Storm:

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

    Opt not to summon Shadow Demon, increasing difficulty by 5

    Divine 7+5=12, mythic: 1d10 + 7 + 6 ⇒ (10) + 7 + 6 = 23

    Send Wand of Flying to Recovery to examine top cards of 2 locations: Abattoir 1=Spiked Pit Trap; Occult Library 1=Horned Demon; then move to Abattoir.

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

    Discard Druid of the Storm to explore

    Abattoir Card 1 is Spiked Pit Trap:

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

    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.

    Ivory Templar:

    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.

    Reveal Flame Staff
    Combat 20+4=24, mythic, druid, location power: 1d10 + 7 + 6 + 1d4 + 2 + 6 ⇒ (4) + 7 + 6 + (4) + 2 + 6 = 29

    For Spiked Pit Trap, use Shardra's power to use Knowledge vs barriers

    Knowledge 7+6+4=17, mythic, kolo, location power: 1d10 + 6 + 6 + 3 ⇒ (9) + 6 + 6 + 3 = 24

    Shardra power: examine top 2 of any location: Abattoir 2=Drocha Swarm; 3=Areelu Vorlesh (villain!)

    Spiked Pit Trap power: explore again

    Abattoir Card 2 is Drocha Swarm:

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

    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.

    Ivory Templar:

    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.

    Display Aqueous Orb
    Ask Cogsnap to discard The Carnival
    Combat 20+4=24, mythic, location power: 2d10 + 7 + 6 + 1d6 ⇒ (10, 10) + 7 + 6 + (6) = 39

    Drocha Swarm combat:
    Discard Orb
    Ask Kess for Gorum
    Combat 20+4=24 (28), mythic, location power: 1d10 + 7 + 6 + 3d6 + 1d12 ⇒ (2) + 7 + 6 + (1, 3, 1) + (1) = 21

    Shardra power: recharge Sirocco to reroll
    Combat 20+4=24 (28), mythic, location power: 1d10 + 7 + 6 + 3d6 + 1d12 ⇒ (3) + 7 + 6 + (6, 4, 4) + (9) = 39

    Recovery Phase:
    Recharge Wand of Flying? Divine 12, mythic: 1d10 + 7 + 6 ⇒ (10) + 7 + 6 = 23

    Reset Hand

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Notes for Kess: Used Blessing of Gorum
    Notes for Cogsnap: Used The Carnival
    Notes for Seoni: Given Lend Mythic Path
    Recharge Abyssal Travelers Kit

    Locust Shrine 3-10 remain // 3=Form of the Dragon (spell 6)
    Prison Vault CLOSED
    Kess - Torture Chamber 2-10 remain // 2=Wolf
    Cathedral of Chaos 1-10 remain // 1=Gift of Nocticula; 2=Apprentice
    Cogsnap, Shardra - Abattoir 3-8 remain // 3=Areelu Vorlesh (villain!)
    Seoni - Occult Library 1-7 remain // 1=Horned Demon"

    "

    Shardra wrote:

    Hand: Summon Hellhounds, Commander's Field Plate, Flame Staff, Wayfarer, Blessing of Nethys 1, Blessing of Qi Zhong, Kolo (WoTR),

    Displayed:
    Deck: 13 Discard: 6 Buried: 0
    Current Location: Abattoir
    Hero Points: 5
    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

    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.

    Summon Hellhounds: +2d6 & fire trait to combat checks at my location until the end of my turn

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Major Cure, Fortune-Teller, The All-Seeing Eye, Cleric of Nethys, Repulsion (Core), Stole of the Inheritor, Blessing of Pulura, Blessing of Xoveron, Divine Blaze
    Recharged: Ice Strike (Core), Cloudburst, Sirocco, Wand of Flying,
    Discard Pile: Crystal Ball, Blessing of Nethys 2, Heavy Crossbow, Planar Tuning Fork, Druid of the Storm, Aqueous Orb,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armors | ☐ Heavy Armors
    POWERS (Role: Visionary):
    When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.
    When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
    [X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. ([X] Characters gain this power while at your location.)
    ☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.
    Mythic Hierophant: Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
    Mythic Hierophant: Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
    Knight of Kenabres: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks:
    Righteous Medal of Spirit: Wisdom
    Righteous Medal of Vigor: Constitution
    Righteous Medal: Charisma

    "


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

    ========================
    Seoni starts her turn.
    Hour: Blessing of Shax
    Hour Power:No effect.
    Location: Occult Library
    Location Power: When you play a card that has the Book trait, banish it.
    Scenario Powers: 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.
    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.

    Seoni moves to the Locust Shrine and explores.

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

    Elect to not encounter a Shadow Demon

    Arcane 20 (15+5): 1d12 + 4 + 2 + 6 + 1d6 + 4 + 5 - 2 ⇒ (9) + 4 + 2 + 6 + (3) + 4 + 5 - 2 = 31

    Roll Details:

    Arcane: 1d12+4+2
    Miscellaneous: Mythic Charges: 6
    Miscellaneous: Count Jeggare: 1d6
    Adding/Existing Elemental Mastery Trait: 4
    Mythic Medal of Command: Arcane: 5-2

    Discarding Blessing of Abadar to explore again

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

    Location BYA: Derakni:
    WotR
    Henchman (Monster) B
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 13
    The Derakni is immune to the Electricity and Poison traits. Add 5 to your checks against this henchman if you succeed at an Intelligence or Knowledge 9 check, or if the check has the Force trait.
    Before you act, each character at your location attempts a Wisdom 5 check. For each character that fails, a random character at her location is dealt 2 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    BYA Wisdom 5: 1d6 + 4 - 2 ⇒ (3) + 4 - 2 = 5

    Roll Details:

    Wisdom: 1d6
    Adding/Existing Elemental Mastery Trait: 4
    Miscellaneous: -2 for Each Die: -2

    BYA Knowledge 9: 1d8 + 3 + 2 + 6 + 1d6 + 4 + 5 - 2 - 4 ⇒ (3) + 3 + 2 + 6 + (2) + 4 + 5 - 2 - 4 = 19

    Roll Details:

    Knowledge: 1d8+3+2
    Miscellaneous: Mythic Charges: 6
    Miscellaneous: Count Jeggare: 1d6
    Adding/Existing Elemental Mastery Trait: 4
    Mythic Medal of Clarity: Knowledge: 5-2
    Miscellaneous: -2 for Each Die: -4

    Derakni Combat 13: 1d12 + 4 + 2 + 6 + 1d6 + 4 + 5 - 2 + 3d6 + 3 - 10 ⇒ (11) + 4 + 2 + 6 + (6) + 4 + 5 - 2 + (6, 2, 2) + 3 - 10 = 39

    Roll Details:

    Arcane: 1d12+4+2
    Miscellaneous: Mythic Charges: 6
    Miscellaneous: Count Jeggare: 1d6
    Adding/Existing Elemental Mastery Trait: 4
    Mythic Medal of Command: Arcane: 5-2
    Death's Touch (Core): 3d6+3
    Miscellaneous: -2 for Each Die: -10

    Groaning Gate Arcane 19: 1d12 + 4 + 2 + 6 + 1d6 + 4 + 5 - 2 ⇒ (10) + 4 + 2 + 6 + (1) + 4 + 5 - 2 = 30

    Roll Details:

    Arcane: 1d12+4+2
    Miscellaneous: Mythic Charges: 6
    Miscellaneous: Count Jeggare: 1d6
    Adding/Existing Elemental Mastery Trait: 4
    Mythic Medal of Command: Arcane: 5-2

    Examining top card of location: Salamander
    Go ahead and explore that (Groaning Gate power)

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

    Elect to not encounter an Ivory Templar
    Using Seoni's Discard power (Lend Mythic Path) to draw (Death's Touch) from discard or recovery pile

    Combat 25 (15+10): 1d12 + 4 + 2 + 6 + 1d6 + 4 + 5 - 2 + 3d6 + 3 + 1d10 ⇒ (12) + 4 + 2 + 6 + (5) + 4 + 5 - 2 + (2, 2, 1) + 3 + (3) = 47

    Roll Details:

    Arcane: 1d12+4+2
    Miscellaneous: Mythic Charges: 6
    Miscellaneous: Count Jeggare: 1d6
    Adding/Existing Elemental Mastery Trait: 4
    Mythic Medal of Command: Arcane: 5-2
    Death's Touch (Core): 3d6+3
    Miscellaneous: Monster Power: 1d10

    Seoni wrote:

    Hand: Good Omen (Core), Form of the Dragon, Wand of Enervation (Core), Chalice of Ozem, Fireball Beads, Count Jeggare,

    Displayed:
    Deck: 15 Discard: 4 Buried: 0
    Current Location: Locust Shrine
    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
    * Wand of Enervation - On any combat check, decrease difficulty by 2d4
    * 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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magic Leather Armor (Core), Lightning Bolt (Core), Blessing of Pharasma, Acadamae Student (Peri), Disintegrate (Core), Gem of Mental Acuity (Core), The All-Seeing Eye, Nightspear (Thorn), Poison Blast (Core), Meteor Swarm (Core), Vampiric Touch, Toff Ornelos, Acadamae Scholar (Hanneman)
    Recharged: Abyssal Traveler's Kit, Death's Touch (Core),
    Discard Pile: Blessing of Sivanah, The Foreign Trader, Blessing of Abadar, Lend Mythic Path,
    Buried Pile:

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

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

    End of Turn Summary:
    - Moved to Locust Shrine
    - Acquire Card 3 of Locust Shrine (Form of the Dragon)
    - Defeated Cards 4,5 (Groaning Gate, Salamander)
    - Discarded Blessing of Abadar, Lend Mythic Path
    - Recharged Death's Touch

    Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Notes for Kess: Used Blessing of Gorum
    Notes for Cogsnap: Used The Carnival

    Seoni - Locust Shrine 6-10 remain
    Prison Vault CLOSED
    Kess - Torture Chamber 2-10 remain // 2=Wolf
    Cathedral of Chaos 1-10 remain // 1=Gift of Nocticula; 2=Apprentice
    Cogsnap, Shardra - Abattoir 3-8 remain // 3=Areelu Vorlesh (villain!)
    Occult Library 1-7 remain // 1=Horned Demon


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

    Out of Turn Updates: None

    Turn - Hour: Blessing of the Inheritor
    Hour Rules: None
    SOT: None
    Give Card: None
    Move: Cathedral of Chaos
    Location Powers: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
    Explore: Gift of Nocticula
    Another Display barrier displayed, Banish Nocticula.

    Discard Blackfingers to Explore

    Apprentice (Known):

    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.

    OR
    Merchant Lord:

    Ally
    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.

    Go for Apprentice, do NOT fight demon (diffuculty +5)

    Arcane 8+5=13: 1d10 + 10 ⇒ (10) + 10 = 20
    Acquired
    Discard Apprentice to Explore:

    Stringy Fiend:

    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.

    RNG: 1d3 ⇒ 3 SHARDRA Dex/Acrobatics 10
    Starbow
    Ivory Templar Combat 20: 1d8 + 1d6 + 17 ⇒ (2) + (5) + 17 = 24
    Bottled Lightning
    Stringy Fiend Combat 33: 4d8 + 1d6 + 14 ⇒ (6, 4, 2, 1) + (5) + 14 = 32
    Paizo Product Reroll: 1d8 + 31 ⇒ (6) + 31 = 37
    Defeated

    Banish Acidic Bolas to close.
    WPC: Draw a Corrupted Blessing from the box: Blessing of Deskari

    Cathedral Closed

    Cogsnap ends their turn.

    Cogsnap attempts to recover all cards in their Recovery pile.
    Bottled Lightning Craft 14: 1d10 + 11 ⇒ (1) + 11 = 12
    Cogsnap resets their hand.

    [u]Summary[/u]
    Acquired: Apprentice
    Banished: Stringy Fiend
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Shardra Dex/Acro 10

    "

    Cogsnap wrote:

    Hand: Blessing of Deskari, Anesthetizing SLime, Elixir of Healing, Flame Cannon, Blessing of Norgorber, Elixir of Focus, Starbow,

    Displayed: Slick Leather,
    Deck: 10 Discard: 4 Buried: 1
    Hero Points: 3
    Mythic Charges:6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blast Stone, Crystalline Carnivore, Potion of Focus, Blessing of Nethys (Core), Acid Flask (Core), Talisman of True Faith, Clockwork Servant (Core), Dragon's Breath (Core)
    Recharged: Clockwork Servant (Core) 2,
    Discard Pile: The Carnival, Blackfingers, Apprentice, Bottled Lightning,
    Buried Pile: Acidic Bolas,

    Skills and Powers:
    SKILLS
    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.

    "


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

    Favored of Deskari:

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

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

    During This Scenario:

    Additional Rules: 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.

    Ivory Templar:

    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.

    Shadow Demon:

    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

    Gift of Shamira:

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

    DISPLAY THE TROOP CHAMPIONS OF MENDEV.
    CHampions of Mendev:

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

    Scenario Level (#): 6

    Turn: 8, Kess/Gimry

    Random Cards:

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

    Spoiler:
    Black Flame Vrolikai
    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.

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

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

    Spoiler:
    Boar Demon
    WotR
    Monster 6
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
    Choose another character at your location; that character summons and encounters this adventure's servitor demon.

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

    Spoiler:
    Magic Ray Fusillade
    WotR
    Barrier 5
    Traits:
    Trap
    Magic
    Arcane
    To Defeat:
    Arcane
    Acrobatics
    Stealth 18
    If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

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

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

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

    Weapons
    Spoiler:
    Heavy Pick +2
    WotR
    Weapon 4
    Traits:
    Pick
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.

    Spoiler:
    Mace of Smiting
    WotR
    Weapon 6
    Traits:
    Mace
    Melee
    Bludgeoning
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the bane has the Construct or Outsider trait, add another 2d8. Ignore any effects on a monster that increase the difficulty of this check.

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

    Spoiler:
    Sword of Subtlety
    WotR
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

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

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

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

    Spoiler:
    Steal Mythic Power
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    When a character encounters a bane that has the Mythic trait, discard this card; that character gets a mythic charge.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Spoiler:
    Winds of Vengeance
    WotR
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    Display this card next to your deck. While displayed, you may move at the end of your turn, add 1d8 to your combat checks, and reduce Acid, Cold, Electricity, Fire and Ranged Combat damage dealt to you by 4.
    At the end of your turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 18 check to recharge or to continue displaying this card; otherwise, discard it.

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

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

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

    Spoiler:
    Expeditious Chain Mail
    WotR
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Acrobatics 9
    Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Mantle of Faith
    WotR
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 15
    Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Pure Holy Water
    WotR
    Item 3
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Craft
    Wisdom
    Divine 12
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

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

    Spoiler:
    Boomcrown
    WotR
    Item 4
    Traits:
    Accessory
    Magic
    Attack
    Veteran
    To Acquire:
    Charisma
    Divine 13
    For your combat check, bury this card to roll a number of d8s equal to the scenario's adventure deck number and add the scenario's adventure deck number. If the check is to defeat a bane that has the Undead trait, roll d12s instead.
    After playing this card, succeed at a Divine 15 check to recharge this card instead of burying it.

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

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

    Allies
    Spoiler:
    Unfettered Imp
    WotR
    Ally 3
    Traits:
    Outsider
    Devil
    Temptation
    To Acquire:
    Intelligence
    Charisma
    Arcane 7
    During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
    Reveal this card and discard a card that has the Corrupted trait to explore your location.

    Spoiler:
    Orengofta
    WotR
    Ally 5
    Traits:
    Outsider
    Demon
    Mythic
    To Acquire:
    None 0
    To acquire this card, examine a number of cards from the blessings deck equal to the number of characters; discard all that do not have the Corrupted trait, then shuffle the blessings deck.
    Bury this card and expend a mythic charge to search your location deck for a villain and put it on top of that deck. If you do not find a villain, each character summons and encounters this adventure's servitor demon.

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

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

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

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

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

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

    Spoiler:
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Spoiler:
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Current Hour:

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

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Shardra/AbrahamZ.
    Blessing of Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Seoni/TheChu:
    Spoiler:
    Hourglass Card 2 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 3 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 4 Kess/Gimry:
    Spoiler:
    Hourglass Card 4 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 5 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 6 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    Blessing of the Inheritor
    WotR
    Blessing 6
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 12
    OR Divine 9
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
    Hourglass Card 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 8 Kess/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 9 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 10 Seoni/TheChu:
    Spoiler:
    Hourglass Card 10 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 11 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 12 Kess/Gimry:
    Spoiler:
    Hourglass Card 12 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 13 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 14 Seoni/TheChu:
    Spoiler:
    Hourglass Card 14 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 15 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Cogsnap/tcolmaster01
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 16 Kess/Gimry:
    Spoiler:
    Hourglass Card 16 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 17 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 17 Shardra/AbrahamZ.
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 18 Seoni/TheChu:
    Spoiler:
    Hourglass Card 18 Seoni/TheChu
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 19 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Cogsnap/tcolmaster01
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Kess/Gimry:
    Spoiler:
    Hourglass Card 20 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 21 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 21 Shardra/AbrahamZ.
    Blessing of 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.
    Hourglass Card 22 Seoni/TheChu:
    Spoiler:
    Hourglass Card 22 Seoni/TheChu
    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: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Seoni/TheChu, None

    Locust Shrine Card 1:
    Mercenary
    WotR
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 10
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.
    Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
    Locust Shrine Card 2:
    Rasper Dragon Riders
    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.
    Locust Shrine Card 3:
    Mantle of Faith
    WotR
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 15
    Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Locust Shrine Card 4:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Locust Shrine Card 5:
    Demonic Horde
    WotR
    Barrier B
    Traits:
    Skirmish
    Demon
    To Defeat:
    None 0
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Location #2: Prison Vault
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    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: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Kess/Gimry, None

    Torture Chamber Card 1 (Wolf):
    Wolf
    WotR
    Ally 2
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location.
    Torture Chamber Card 2:
    Worm Demon
    WotR
    Monster B
    Traits:
    Outsider
    Undead
    Demon
    To Defeat:
    Combat 10
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.
    Worn demons inhabit and control the corpses of dead humanoids_
    Torture Chamber Card 3:
    Demon Hunter
    WotR
    Ally B
    Traits:
    Human
    Ranger
    To Acquire:
    Melee
    Ranged 7
    OR Charisma
    Diplomacy 6
    Discard this card to add 1d6 to your check against a bane that has the Demon trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
    Torture Chamber Card 4:
    Compelling Offer
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.
    Torture Chamber Card 5:
    Ophidian Demon
    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.
    Torture Chamber Card 6:
    Fly Demon
    WotR
    Monster 6
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 25
    The Fly Demon is immune to the Acid, Electricity, and Poison traits.
    If defeated, each character at your location is dealt 1d4+1 Acid damage.
    If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.
    Torture Chamber Card 7:
    Xenarth
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 24
    The Xenarth is immune to the Electricity and Poison traits.
    Before you act, the Xenarth deals 2 Acid damage to each character at your location.
    If undefeated, the Xenarth deals 2 Poison damage to you.
    If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
    Deadlier than any shark, these rare mutations are infused with demon ichor_
    Torture Chamber Card 8:
    Symbol of Insanity
    WotR
    Barrier 3
    Traits:
    Trap
    Magic
    To Defeat:
    Wisdom
    Divine 14
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
    Torture Chamber Card 9:
    Groaning Gate
    WotR
    Barrier 5
    Traits:
    Obstacle
    Magic
    Mythic
    To Defeat:
    Knowledge
    Arcane
    Divine 19
    OR Disable 16
    If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
    If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

    Location #4: Cathedral of Chaos
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Cogsnap/tcolmaster01, 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: 3 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Shardra/AbrahamZ., None

    Abattoir Card 1 (Areelu Vorlesh):
    Areelu Vorlesh
    WotR
    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.
    Abattoir Card 2:
    Peryton
    WotR
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 14
    If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
    If unefeated, the damage dealth by the Peryton is increased by 3.
    Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
    Abattoir Card 3:
    Putrid Ooze
    WotR
    Monster 4
    Traits:
    Ooze
    Aquatic
    To Defeat:
    Combat 22
    OR Dexterity 16
    The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
    Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.
    If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_
    Abattoir Card 4:
    Mist Horror
    WotR
    Monster 3
    Traits:
    Outsider
    Elemental
    Incorporeal
    To Defeat:
    Combat 20
    The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
    If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
    After you act, shuffle this card into a random open location, then move to a random location.
    Abattoir Card 5:
    Spirit Blade
    WotR
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
    When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
    Abattoir Card 6:
    Shocking Lance +1
    WotR
    Weapon 3
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.

    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: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Occult Library Card 1 (Horned Demon):
    Horned Demon
    WotR
    Monster 4
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 26
    The Horned Demon is immune to the Electricity and Poison traits.
    Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
    These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
    Occult Library Card 2:
    Unearthly Aim
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 8
    Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.
    Occult Library Card 3:
    Alderpash's Ghoul
    WotR
    Monster 5
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 23
    Alderpash's Ghoul is immune to the Mental and Poison trait.
    Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
    If undefeated, end your turn.
    Occult Library Card 4:
    Wand of Paralyze
    WotR
    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.
    Occult Library Card 5:
    Abyssal Army
    WotR
    Henchman 6
    Type: Barrier
    Traits:
    Army
    Skirmish
    Demon
    Undead
    Mythic
    To Defeat:
    Combat
    Combat 40
    OR Arcane
    Knowledge
    Divine
    Acrobatics 23
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.
    Occult Library Card 6:
    Verminous Symbols
    WotR
    Barrier 6
    Traits:
    Trap
    Magic
    Arcane
    To Defeat:
    Constitution
    Fortitude
    Wisdom 17
    OR Disable 15
    If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
    If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.
    Occult Library Card 7:
    Terraform
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    When a character attempts to temporarily close a location, you may discard this card; that character automatically succeeds.
    When a character attempts to permanently close a location, you may discard this card and expend a mythic charge; that character automatically succeeds.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.


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

    Favored of Deskari:

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

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

    During This Scenario:

    Additional Rules: 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.

    Ivory Templar:

    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.

    Shadow Demon:

    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

    Gift of Shamira:

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

    DISPLAY THE TROOP CHAMPIONS OF MENDEV.
    CHampions of Mendev:

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

    Scenario Level (#): 6

    Turn: 8, Kess/Gimry

    Random Cards:

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

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

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

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

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

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

    Spoiler:
    Glimmer of Hope
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

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

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

    Spoiler:
    Mythic Glyph
    WotR
    Barrier 4
    Traits:
    Trap
    Magic
    Arcane
    Mythic
    To Defeat:
    Arcane
    Divine 17
    OR Intelligence
    Knowledge
    Stealth 14
    Before you act, each other character at your location must summon and encounter the Mythic Glyph.
    If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
    After you act, banish this barrier.

    Weapons
    Spoiler:
    Blackaxe
    WotR
    Weapon 4
    Traits:
    Axe
    Melee
    Slashing
    2-Handed
    Magic
    Corrupted
    Veteran
    To Acquire:
    Strength
    Melee 12
    For your combat check, recharge this card to use your Strength or Melee skill + 1d12 plus the scenario's adventure deck number. If proficient with weapons, you may additionally discard this card to add your Strength die and the Acid trait. If the bane has the Plant or Vermin trait, add an additional 1d12. If this card has the Corrupted trait, after the encounter, roll 1d8; on a 1, banish this card, then summon and encounter the henchman Fiendish Tree.

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

    Spoiler:
    Anarchy Hammer
    WotR
    Weapon 4
    Traits:
    Hammer
    Melee
    Bludgeoning
    Magic
    Corrupted
    Mythic
    To Acquire:
    Strength
    Melee 16
    If this card has the Corrupted trait, the difficulty of checks using this weapon against a bane that has the Demon trait increases by 5.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally expend a mythic charge to add another 2d6 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4.

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

    Spoiler:
    Mace of Smiting
    WotR
    Weapon 6
    Traits:
    Mace
    Melee
    Bludgeoning
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the bane has the Construct or Outsider trait, add another 2d8. Ignore any effects on a monster that increase the difficulty of this check.

    Spells
    Spoiler:
    Death's Touch
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Pure Holy Water
    WotR
    Item 3
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Craft
    Wisdom
    Divine 12
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

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

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

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

    Spoiler:
    Animal Tamer
    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.

    Spoiler:
    Pit Gladiator
    WotR
    Ally 4
    Traits:
    Human
    Warrior
    To Acquire:
    Strength
    Melee 12
    THEN Charisma
    Diplomacy 12
    Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
    Discard this card to draw all the weapons from your discard pile, then explore your location.

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

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

    Blessings
    Spoiler:
    Blessing of the Inheritor
    WotR
    Blessing 6
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 12
    OR Divine 9
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

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

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

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

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

    Current Hour:

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

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Shardra/AbrahamZ.
    Blessing of Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Seoni/TheChu:
    Spoiler:
    Hourglass Card 2 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 3 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    Blessing of Shax
    WotR
    Blessing B
    Traits:
    Divine
    Shax
    Corrupted
    To Acquire:
    Combat 9
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 4 Kess/Gimry:
    Spoiler:
    Hourglass Card 4 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 5 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 6 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    Blessing of the Inheritor
    WotR
    Blessing 6
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 12
    OR Divine 9
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
    Hourglass Card 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 8 Kess/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 9 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 10 Seoni/TheChu:
    Spoiler:
    Hourglass Card 10 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 11 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 12 Kess/Gimry:
    Spoiler:
    Hourglass Card 12 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 13 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 14 Seoni/TheChu:
    Spoiler:
    Hourglass Card 14 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 15 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Cogsnap/tcolmaster01
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 16 Kess/Gimry:
    Spoiler:
    Hourglass Card 16 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 17 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 17 Shardra/AbrahamZ.
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 18 Seoni/TheChu:
    Spoiler:
    Hourglass Card 18 Seoni/TheChu
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 19 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Cogsnap/tcolmaster01
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Kess/Gimry:
    Spoiler:
    Hourglass Card 20 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 21 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 21 Shardra/AbrahamZ.
    Blessing of 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.
    Hourglass Card 22 Seoni/TheChu:
    Spoiler:
    Hourglass Card 22 Seoni/TheChu
    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: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Seoni/TheChu, None

    Locust Shrine Card 1:
    Mercenary
    WotR
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 10
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.
    Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
    Locust Shrine Card 2:
    Rasper Dragon Riders
    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.
    Locust Shrine Card 3:
    Mantle of Faith
    WotR
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 15
    Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Locust Shrine Card 4:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Locust Shrine Card 5:
    Demonic Horde
    WotR
    Barrier B
    Traits:
    Skirmish
    Demon
    To Defeat:
    None 0
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Location #2: Prison Vault
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    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: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Kess/Gimry, None

    Torture Chamber Card 1 (Wolf):
    Wolf
    WotR
    Ally 2
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location.
    Torture Chamber Card 2:
    Worm Demon
    WotR
    Monster B
    Traits:
    Outsider
    Undead
    Demon
    To Defeat:
    Combat 10
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.
    Worn demons inhabit and control the corpses of dead humanoids_
    Torture Chamber Card 3:
    Demon Hunter
    WotR
    Ally B
    Traits:
    Human
    Ranger
    To Acquire:
    Melee
    Ranged 7
    OR Charisma
    Diplomacy 6
    Discard this card to add 1d6 to your check against a bane that has the Demon trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
    Torture Chamber Card 4:
    Compelling Offer
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.
    Torture Chamber Card 5:
    Ophidian Demon
    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.
    Torture Chamber Card 6:
    Fly Demon
    WotR
    Monster 6
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 25
    The Fly Demon is immune to the Acid, Electricity, and Poison traits.
    If defeated, each character at your location is dealt 1d4+1 Acid damage.
    If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.
    Torture Chamber Card 7:
    Xenarth
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 24
    The Xenarth is immune to the Electricity and Poison traits.
    Before you act, the Xenarth deals 2 Acid damage to each character at your location.
    If undefeated, the Xenarth deals 2 Poison damage to you.
    If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
    Deadlier than any shark, these rare mutations are infused with demon ichor_
    Torture Chamber Card 8:
    Symbol of Insanity
    WotR
    Barrier 3
    Traits:
    Trap
    Magic
    To Defeat:
    Wisdom
    Divine 14
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
    Torture Chamber Card 9:
    Groaning Gate
    WotR
    Barrier 5
    Traits:
    Obstacle
    Magic
    Mythic
    To Defeat:
    Knowledge
    Arcane
    Divine 19
    OR Disable 16
    If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
    If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

    Location #4: Cathedral of Chaos
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Shardra/AbrahamZ., Cogsnap/tcolmaster01, None

    Location #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: 3 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Abattoir Card 1 (Areelu Vorlesh):
    Areelu Vorlesh
    WotR
    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.
    Abattoir Card 2:
    Peryton
    WotR
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 14
    If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
    If unefeated, the damage dealth by the Peryton is increased by 3.
    Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
    Abattoir Card 3:
    Putrid Ooze
    WotR
    Monster 4
    Traits:
    Ooze
    Aquatic
    To Defeat:
    Combat 22
    OR Dexterity 16
    The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
    Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.
    If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_
    Abattoir Card 4:
    Mist Horror
    WotR
    Monster 3
    Traits:
    Outsider
    Elemental
    Incorporeal
    To Defeat:
    Combat 20
    The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
    If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
    After you act, shuffle this card into a random open location, then move to a random location.
    Abattoir Card 5:
    Spirit Blade
    WotR
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
    When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
    Abattoir Card 6:
    Shocking Lance +1
    WotR
    Weapon 3
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.

    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: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Occult Library Card 1 (Horned Demon):
    Horned Demon
    WotR
    Monster 4
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 26
    The Horned Demon is immune to the Electricity and Poison traits.
    Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
    These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
    Occult Library Card 2:
    Unearthly Aim
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 8
    Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.
    Occult Library Card 3:
    Alderpash's Ghoul
    WotR
    Monster 5
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 23
    Alderpash's Ghoul is immune to the Mental and Poison trait.
    Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
    If undefeated, end your turn.
    Occult Library Card 4:
    Wand of Paralyze
    WotR
    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.
    Occult Library Card 5:
    Abyssal Army
    WotR
    Henchman 6
    Type: Barrier
    Traits:
    Army
    Skirmish
    Demon
    Undead
    Mythic
    To Defeat:
    Combat
    Combat 40
    OR Arcane
    Knowledge
    Divine
    Acrobatics 23
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.
    Occult Library Card 6:
    Verminous Symbols
    WotR
    Barrier 6
    Traits:
    Trap
    Magic
    Arcane
    To Defeat:
    Constitution
    Fortitude
    Wisdom 17
    OR Disable 15
    If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
    If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.
    Occult Library Card 7:
    Terraform
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    When a character attempts to temporarily close a location, you may discard this card; that character automatically succeeds.
    When a character attempts to permanently close a location, you may discard this card and expend a mythic charge; that character automatically succeeds.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.


    ========================
    Kess 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.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • 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.
  • 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.

    Wolf:

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

    Auto Fail this

    Discard Kaa to examine/explore

    Worm Demon:

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

    Don't bother summoning Ivory Templar

    Combat 20(10+10): 1d10 + 7 + 1d12 + 1d4 + 6 + 3 + 1d6 + 6 ⇒ (1) + 7 + (3) + (4) + 6 + 3 + (4) + 6 = 34

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Brawlers Aid - 1d4+6
    Ursine Rageskin - 3
    Kaa (Reed Moccasin) - 1d6
    Mythic Marshall (Str) - 6

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

    "

    Kess wrote:

    Hand: Ursine Rageskin, Crocodile Skin Madu, Smokey (Bear), Gecks (Fire Gecko), Thylacine, Bulwinkle (Moose), Councilor's Ring,

    Displayed: Bearskin Armor,
    Deck: 12 Discard: 1 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.

    Other: Paizo reroll used for scenario 1-6CD: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magic Chain Mail, Blessing of Gozreh, Iron Knuckles, Topaz of Strength, Blessing of the Green Faith (2), Shaman, Cloud Puff, Kaa (Reed Moccasin), Amulet of Furious Fists, Phantom (Shadowcat), Baby Triceratops, Blessing of the Green Faith
    Recharged:
    Discard Pile: Blessing of Gorum,
    Buried Pile:

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

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

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ 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)

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Seoni - Locust Shrine 1-5 remain
    Prison Vault CLOSED
    Kess - Torture Chamber 3-9 remain
    Cogsnap, Shardra - Cathedral of Chaos CLOSED
    Abattoir 1-6 remain // 1=Areelu Vorlesh (villain!)
    Occult Library 1-7 remain // 1=Horned Demon"


  • Deck Handler

    Off turn: move to Cathedral of Chaos.

    It is the hour of Iomedae

    Move to: Occult Library
    Location Power: When you play a card that has the Book trait, banish it.

    Free exploration

    Occult Library Card 1 is Horned Demon:

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

    BYA Wis 12, mythic: 1d10 + 4 + 6 ⇒ (5) + 4 + 6 = 15

    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.

    Ivory Templar:

    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.

    Reveal Flame Staff
    Display Summon Hellhounds
    Combat 20, mythic, hellhounds: 1d10 + 7 + 6 + 1d4 + 2d6 ⇒ (1) + 7 + 6 + (1) + (1, 5) = 21
    No effect from hellhounds

    Horned Demon:
    Reveal Flame Staff
    Discard Qi Zhong
    Combat 26, mythic, hellhounds: 2d10 + 7 + 6 + 1d4 + 2d6 ⇒ (6, 10) + 7 + 6 + (2) + (6, 5) = 42
    Hellhounds: discard top of own deck: Divine Blaze

    Discard Nethys 1 to examine top 2 of location - Unearthly Aim and Alderpash's Ghoul - leave in the same order - then explore.

    Occult Library Card 2 is Unearthly Aim:

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

    Don't summon Shadow Demon
    Arcane 8+5=13, mendev, mythic: 1d6 + 2 + 5 + 6 ⇒ (3) + 2 + 5 + 6 = 16

    Discard Wayfarer to explore

    Occult Library Card 3 is Alderpash's Ghoul:

    WotR
    Monster 5
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 23
    Alderpash's Ghoul is immune to the Mental and Poison trait.
    Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
    If undefeated, end your turn.

    BYA Arcane 14, mendev, mythic, wayfarer: 1d6 + 2 + 5 + 6 + 2d6 ⇒ (4) + 2 + 5 + 6 + (6, 1) = 24

    BYA Ivory Templar Combat 20, mythic, wayfarer, hellhounds, flame staff: 1d10 + 7 + 6 + 1d4 + 2d6 + 2d6 ⇒ (3) + 7 + 6 + (4) + (6, 5) + (3, 4) = 38
    Hellhounds: discard top of own deck: Repulsion

    Ghoul Combat 23, mythic, wayfarer, hellhounds, flame staff, discard unearthly aim: 1d10 + 7 + 6 + 1d4 + 2d6 + 2d6 + 1d8 ⇒ (3) + 7 + 6 + (4) + (5, 2) + (4, 2) + (1) = 34
    No effect from hellhounds

    Recovery Phase:
    Recharge Hellhounds? Divine 13, mythic: 1d10 + 7 + 6 ⇒ (1) + 7 + 6 = 14

    Reset Hand

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Seoni - Locust Shrine 1-5 remain
    Prison Vault CLOSED
    Kess - Torture Chamber 3-9 remain
    Cogsnap - Cathedral of Chaos CLOSED
    Abattoir 1-6 remain // 1=Areelu Vorlesh (villain!)
    Shardra - Occult Library 4-7 remain"

    "

    Shardra wrote:

    Hand: Commander's Field Plate, Stole of the Inheritor, Flame Staff, Fortune-Teller, Blessing of Pulura, The All-Seeing Eye, Kolo (WoTR),

    Displayed:
    Deck: 8 Discard: 12 Buried: 0
    Current Location: Occult Library
    Hero Points: 5
    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

    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.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cleric of Nethys, Blessing of Xoveron, Major Cure
    Recharged: Ice Strike (Core), Cloudburst, Sirocco, Wand of Flying, Summon Hellhounds,
    Discard Pile: Crystal Ball, Blessing of Nethys 2, Heavy Crossbow, Planar Tuning Fork, Druid of the Storm, Aqueous Orb, Blessing of Qi Zhong, Divine Blaze, Blessing of Nethys 1, Wayfarer, Repulsion (Core), Unearthly Aim,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armors | ☐ Heavy Armors
    POWERS (Role: Visionary):
    When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.
    When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
    [X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. ([X] Characters gain this power while at your location.)
    ☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.
    Mythic Hierophant: Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
    Mythic Hierophant: Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
    Knight of Kenabres: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks:
    Righteous Medal of Spirit: Wisdom
    Righteous Medal of Vigor: Constitution
    Righteous Medal: Charisma

    "


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

    ========================
    Seoni starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: Locust Shrine
    Location Power: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtract 2 from each die in any checks against it.
    Scenario Powers: 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.
    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.

    Seoni explores the Locust Shrine.

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

    Elect not to encounter Ivory Templar

    Combat 26 (10+6+10): 1d12 + 4 + 6 + 4 + 4d6 + 4 ⇒ (3) + 4 + 6 + 4 + (1, 1, 5, 3) + 4 = 31

    Roll Details:

    Charisma: 1d12+4
    Miscellaneous: Mythic Charges: 6
    Adding/Existing Elemental Mastery Trait: 4
    Form of the Dragon: 4d6+4

    Auto-succeed Form of the Dragon's Arcane check, keep it displayed

    Seoni wrote:

    Hand: Good Omen (Core), Wand of Enervation (Core), Chalice of Ozem, Fireball Beads, Nightspear (Thorn), Count Jeggare,

    Displayed: Form of the Dragon,
    Deck: 14 Discard: 4 Buried: 0
    Current Location: Locust Shrine
    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
    * Wand of Enervation - On any combat check, decrease difficulty by 2d4
    * Nightspear - At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
    * 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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Vampiric Touch, Disintegrate (Core), Magic Leather Armor (Core), Acadamae Student (Peri), Acadamae Scholar (Hanneman), Meteor Swarm (Core), Lightning Bolt (Core), Blessing of Pharasma, Gem of Mental Acuity (Core), The All-Seeing Eye, Toff Ornelos, Poison Blast (Core)
    Recharged: Abyssal Traveler's Kit, Death's Touch (Core),
    Discard Pile: Blessing of Sivanah, The Foreign Trader, Blessing of Abadar, Lend Mythic Path,
    Buried Pile:

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

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

    End of Turn Summary:
    - Defeated Card 1 of Locust Shrine (Mercenary)
    - Displayed Form of the Dragon

    Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Seoni - Locust Shrine 2-5 remain
    Prison Vault CLOSED
    Kess - Torture Chamber 3-9 remain
    Cogsnap - Cathedral of Chaos CLOSED
    Abattoir 1-6 remain // 1=Areelu Vorlesh (villain!)
    Shardra - Occult Library 4-7 remain


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

    Out of Turn Updates: None

    Turn - Hour:Blessing of Shax
    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: Wand of Paralyze
    Arcane 15: 1d10 + 10 ⇒ (10) + 10 = 20
    Acquired
    Elixir of Healing= Shardra: 1d4 + 1 ⇒ (4) + 1 = 5
    Banish Anesthetizing Slime to explore:

    Abyssal Army:

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

    Flame Cannon
    Ivory Templar Combat 20: 5d8 + 1d6 + 10 ⇒ (7, 4, 4, 2, 7) + (6) + 10 = 40
    Elixir of Focus (Add Craft)
    Arcane 23: 1d10 + 10 + 1d10 + 11 ⇒ (10) + 10 + (10) + 11 = 41


    Deck Handler

    Healed 5 by Cogsnap - thx!

    use Shardra power to use Knowledge instead of another skill check vs barriers to make the Divine check (leaving Knowledge for Seoni if she wants it)

    Discard Pulura to bless
    Knowledge 23, mythic, kolo: 2d10 + 6 + 6 + 3 ⇒ (3, 5) + 6 + 6 + 3 = 23

    Shardra power: examine top 2 cards of any location: Torture Chamber Card 3: Demon Hunter 4: Compelling Offer

    "

    Shardra wrote:

    Hand: Commander's Field Plate, Stole of the Inheritor, Flame Staff, Fortune-Teller, The All-Seeing Eye, Kolo (WoTR),

    Displayed:
    Deck: 13 Discard: 8 Buried: 0
    Current Location: Occult Library
    Hero Points: 5
    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

    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.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ice Strike (Core), Cloudburst, Summon Hellhounds, Wand of Flying, Repulsion (Core), Wayfarer, Major Cure, Planar Tuning Fork, Sirocco, Blessing of Qi Zhong, Cleric of Nethys, Divine Blaze, Blessing of Xoveron
    Recharged:
    Discard Pile: Crystal Ball, Blessing of Nethys 2, Heavy Crossbow, Blessing of Pulura, Druid of the Storm, Aqueous Orb, Blessing of Nethys 1, Unearthly Aim,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armors | ☐ Heavy Armors
    POWERS (Role: Visionary):
    When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.
    When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
    [X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. ([X] Characters gain this power while at your location.)
    ☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.
    Mythic Hierophant: Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
    Mythic Hierophant: Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
    Knight of Kenabres: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks:
    Righteous Medal of Spirit: Wisdom
    Righteous Medal of Vigor: Constitution
    Righteous Medal: Charisma

    "


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

    Off-turn encounter

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

    Knowledge 23: 1d8 + 3 + 2 + 6 + 1d6 + 4 + 5 - 2 ⇒ (8) + 3 + 2 + 6 + (1) + 4 + 5 - 2 = 27

    Roll Details:

    Knowledge: 1d8+3+2
    Miscellaneous: Mythic Charges: 6
    Miscellaneous: Count Jeggare: 1d6
    Adding/Existing Elemental Mastery Trait: 4
    Mythic Medal of Clarity: Knowledge: 5-2

    Seoni wrote:

    Hand: Good Omen (Core), Wand of Enervation (Core), Chalice of Ozem, Fireball Beads, Nightspear (Thorn), Count Jeggare,

    Displayed: Form of the Dragon,
    Deck: 14 Discard: 4 Buried: 0
    Current Location: Locust Shrine
    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
    * Wand of Enervation - On any combat check, decrease difficulty by 2d4
    * Nightspear - At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
    * 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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Meteor Swarm (Core), Magic Leather Armor (Core), Poison Blast (Core), Blessing of Pharasma, The All-Seeing Eye, Acadamae Scholar (Hanneman), Gem of Mental Acuity (Core), Lightning Bolt (Core), Disintegrate (Core), Acadamae Student (Peri), Vampiric Touch, Toff Ornelos
    Recharged: Abyssal Traveler's Kit, Death's Touch (Core),
    Discard Pile: Blessing of Sivanah, The Foreign Trader, Blessing of Abadar, Lend Mythic Path,
    Buried Pile:

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

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


    Wand of Enervation: 2d4 ⇒ (2, 4) = 6

    Combat 34 (40-6): 1d10 + 7 + 1d12 + 1d4 + 5 + 4 + 1d4 + 6 + 1d4 ⇒ (2) + 7 + (7) + (2) + 5 + 4 + (1) + 6 + (2) = 36

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Brawlers Aid - 1d4+5
    Ursine Rageskin - 4
    Gecks (Fire Gecko) - 1d4
    Mythic Marshall (Str) - 6
    Crocodile Skin Madu - 1d4

    Use Seonis Wand of Enervation


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

    Abyssal Army Defeated, location auto-closes.

    WPC: Going with Arcane Spell. ->> RNG SPELL 1. Death's Touch

    Cogsnap ends their turn.

    Cogsnap attempts to recover all cards in their Recovery pile.
    Cannot fail to recharge any of the cards in recovery.
    Cogsnap resets their hand.

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

    "

    Cogsnap wrote:

    Hand: Blessing of Deskari, Death's Touch, Wand of Paralyze, Blessing of Nethys (Core), Blessing of Norgorber, Potion of Focus, Crystalline Carnivore, Starbow,

    Displayed: Slick Leather,
    Deck: 10 Discard: 4 Buried: 2
    Hero Points: 3
    Mythic Charges:6

    Deck, Discard, Buried:

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

    Skills and Powers:
    SKILLS
    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.

    "


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

    Favored of Deskari:

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

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

    During This Scenario:

    Additional Rules: 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.

    Ivory Templar:

    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.

    Shadow Demon:

    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

    Gift of Shamira:

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

    DISPLAY THE TROOP CHAMPIONS OF MENDEV.
    CHampions of Mendev:

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

    Scenario Level (#): 6

    Turn: 12, Kess/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Locust Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    Vermin
    To Defeat:
    Combat 23
    The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
    Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
    If undefeated, discard the top card of your deck.

    Spoiler:
    Filth Demon
    WotR
    Monster 4
    Traits:
    Demon
    Curse
    To Defeat:
    Combat 22
    The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
    Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
    If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.

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

    Spoiler:
    Black Flame Vrolikai
    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.

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

    Barriers
    Spoiler:
    Abyssal Shortcut
    WotR
    Barrier 4
    Traits:
    Temptation
    Abyssal
    To Defeat:
    None 0
    Display this barrier next to a location; the barrier is defeated.
    While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.

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

    Spoiler:
    Mythic Glyph
    WotR
    Barrier 4
    Traits:
    Trap
    Magic
    Arcane
    Mythic
    To Defeat:
    Arcane
    Divine 17
    OR Intelligence
    Knowledge
    Stealth 14
    Before you act, each other character at your location must summon and encounter the Mythic Glyph.
    If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
    After you act, banish this barrier.

    Spoiler:
    Maze Tapestry
    WotR
    Barrier 5
    Traits:
    Obstacle
    Magic
    To Defeat:
    Wisdom
    Perception
    Survival 15
    If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

    Spoiler:
    Temptation of Favor
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
    After you act, banish the barrier.

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

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

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

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

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

    Spells
    Spoiler:
    Icy Prison
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Refuge
    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.

    Spoiler:
    Terraform
    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    When a character attempts to temporarily close a location, you may discard this card; that character automatically succeeds.
    When a character attempts to permanently close a location, you may discard this card and expend a mythic charge; that character automatically succeeds.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

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

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

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

    Spoiler:
    Spiritwalk Armor
    WotR
    Armor 5
    Traits:
    Light Armor
    Magic
    Mythic
    To Acquire:
    Constitution
    Fortitude
    Stealth 11
    Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

    Items
    Spoiler:
    Pure Holy Water
    WotR
    Item 3
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Craft
    Wisdom
    Divine 12
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

    Spoiler:
    Pauper's Thighbone
    WotR
    Item 3
    Traits:
    Item
    Mythic
    To Acquire:
    Banish an Item 0
    Recharge this card and reveal a blessing to add your number of mythic charges to your Arcane or Divine check; then, if the revealed blessing had the Corrupted trait, expend a charge.
    Discard this card to draw a random blessing from your discard pile.

    Spoiler:
    Boomcrown
    WotR
    Item 4
    Traits:
    Accessory
    Magic
    Attack
    Veteran
    To Acquire:
    Charisma
    Divine 13
    For your combat check, bury this card to roll a number of d8s equal to the scenario's adventure deck number and add the scenario's adventure deck number. If the check is to defeat a bane that has the Undead trait, roll d12s instead.
    After playing this card, succeed at a Divine 15 check to recharge this card instead of burying it.

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

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

    Allies
    Spoiler:
    Merchant Lord
    WotR
    Ally 4
    Traits:
    Human
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 9
    Discard this card to give any number of cards to another character.
    Discard this card to explore your location.

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

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

    Spoiler:
    Redeemer Blacksmith
    WotR
    Ally 3
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Craft 8
    THEN Charisma
    Diplomacy 9
    Display this card to ignore the Corrupted trait on a card until the end of your turn, then recharge this card.
    Discard this card to explore your location.

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

    Blessings
    Spoiler:
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

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

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

    Spoiler:
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

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

    Current Hour:

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

    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 2 Seoni/TheChu:
    Spoiler:
    Hourglass Card 2 Seoni/TheChu
    Blessing of the Inheritor
    WotR
    Blessing 6
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 12
    OR Divine 9
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
    Hourglass Card 3 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 4 Kess/Gimry:
    Spoiler:
    Hourglass Card 4 Kess/Gimry
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 5 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 6 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 8 Kess/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 9 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Shardra/AbrahamZ.
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 10 Seoni/TheChu:
    Spoiler:
    Hourglass Card 10 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 11 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Cogsnap/tcolmaster01
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 12 Kess/Gimry:
    Spoiler:
    Hourglass Card 12 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 13 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 Shardra/AbrahamZ.
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 14 Seoni/TheChu:
    Spoiler:
    Hourglass Card 14 Seoni/TheChu
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 15 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Cogsnap/tcolmaster01
    Blessing of Torag
    WotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Kess/Gimry:
    Spoiler:
    Hourglass Card 16 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 17 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 17 Shardra/AbrahamZ.
    Blessing of 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.
    Hourglass Card 18 Seoni/TheChu:
    Spoiler:
    Hourglass Card 18 Seoni/TheChu
    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: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Seoni/TheChu, None

    Locust Shrine Card 1:
    Rasper Dragon Riders
    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.
    Locust Shrine Card 2:
    Mantle of Faith
    WotR
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 15
    Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Locust Shrine Card 3:
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Locust Shrine Card 4:
    Demonic Horde
    WotR
    Barrier B
    Traits:
    Skirmish
    Demon
    To Defeat:
    None 0
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Location #2: Prison Vault
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    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: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Kess/Gimry, None

    Torture Chamber Card 1:
    Demon Hunter
    WotR
    Ally B
    Traits:
    Human
    Ranger
    To Acquire:
    Melee
    Ranged 7
    OR Charisma
    Diplomacy 6
    Discard this card to add 1d6 to your check against a bane that has the Demon trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
    Torture Chamber Card 2:
    Compelling Offer
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.
    Torture Chamber Card 3:
    Ophidian Demon
    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.
    Torture Chamber Card 4:
    Fly Demon
    WotR
    Monster 6
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 25
    The Fly Demon is immune to the Acid, Electricity, and Poison traits.
    If defeated, each character at your location is dealt 1d4+1 Acid damage.
    If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.
    Torture Chamber Card 5:
    Xenarth
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 24
    The Xenarth is immune to the Electricity and Poison traits.
    Before you act, the Xenarth deals 2 Acid damage to each character at your location.
    If undefeated, the Xenarth deals 2 Poison damage to you.
    If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
    Deadlier than any shark, these rare mutations are infused with demon ichor_
    Torture Chamber Card 6:
    Symbol of Insanity
    WotR
    Barrier 3
    Traits:
    Trap
    Magic
    To Defeat:
    Wisdom
    Divine 14
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
    Torture Chamber Card 7:
    Groaning Gate
    WotR
    Barrier 5
    Traits:
    Obstacle
    Magic
    Mythic
    To Defeat:
    Knowledge
    Arcane
    Divine 19
    OR Disable 16
    If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
    If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

    Location #4: Cathedral of Chaos
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    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: 3 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Abattoir Card 1 (Areelu Vorlesh):
    Areelu Vorlesh
    WotR
    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.
    Abattoir Card 2:
    Peryton
    WotR
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 14
    If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
    If unefeated, the damage dealth by the Peryton is increased by 3.
    Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
    Abattoir Card 3:
    Putrid Ooze
    WotR
    Monster 4
    Traits:
    Ooze
    Aquatic
    To Defeat:
    Combat 22
    OR Dexterity 16
    The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
    Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.
    If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_
    Abattoir Card 4:
    Mist Horror
    WotR
    Monster 3
    Traits:
    Outsider
    Elemental
    Incorporeal
    To Defeat:
    Combat 20
    The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
    If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
    After you act, shuffle this card into a random open location, then move to a random location.
    Abattoir Card 5:
    Spirit Blade
    WotR
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
    When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
    Abattoir Card 6:
    Shocking Lance +1
    WotR
    Weapon 3
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.

    Location #6: Occult Library
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Shardra/AbrahamZ., Cogsnap/tcolmaster01, None


    ========================
    Kess 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.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • 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.
  • 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.

    Demon Hunter:

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

    BYA Encounter

    Shadow Demon:

    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

    Combat 20: 1d10 + 7 + 1d12 + 3 + 1d4 + 6 ⇒ (7) + 7 + (9) + 3 + (2) + 6 = 34

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Ursine Rageskin - 3
    Gecks (Fire Gecko) - 1d4
    Mythic Marshall (Str) - 6

    Defeating a monster lets me heal a card
    Kess has all cards in her discard pile healed: (Blessing of Gorum). Deck shuffled.

    Diplomacy 6: 1d8 + 3 + 6 ⇒ (4) + 3 + 6 = 13

    Roll Details:

    Diplomacy - 1d8+3
    Mythic Marshal (Cha) - 6

    Discard Demon Hunter to explore again

    Compelling Offer:

    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

    Display next to scenario

    "

    Kess wrote:

    Hand: Ursine Rageskin, Councilor's Ring, Smokey (Bear), Gecks (Fire Gecko), Thylacine, Kaa (Reed Moccasin), Bulwinkle (Moose),

    Displayed: Bearskin Armor,
    Deck: 13 Discard: 1 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.

    Other: Paizo reroll used for scenario 1-6CD: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magic Chain Mail, Blessing of the Green Faith, Blessing of Gorum, Amulet of Furious Fists, Crocodile Skin Madu, Blessing of Gozreh, Iron Knuckles, Cloud Puff, Phantom (Shadowcat), Topaz of Strength, Blessing of the Green Faith (2), Shaman, Baby Triceratops
    Recharged:
    Discard Pile: Demon Hunter,
    Buried Pile:

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

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

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

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Seoni - Locust Shrine 1-4 remain
    Prison Vault CLOSED
    Kess - Torture Chamber 3-7 remain
    Cathedral of Chaos CLOSED
    Abattoir 1-6 remain // 1=Areelu Vorlesh (villain!)
    Shardra, Cognsap - Occult Library CLOSED"


  • Deck Handler

    It is the hour of Ascension

    Move to: Locust Shrine
    Location Power: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.

    Free exploration

    Locust Shrine Card 1 is Rasper Dragon Riders:

    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.

    There are 3 BYAs, one from the scenario power (Ivory Templar), one from the location (Derakni), and one from the card itself. Do them in that order.

    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.

    Ivory Templar:

    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.

    Reveal Flame Staff
    Discard All-Seeing Eye (top card of blessings discard is not Corrupted)
    Combat 20, mythic: 2d10 + 7 + 6 + 1d4 ⇒ (6, 5) + 7 + 6 + (2) = 26

    Derakni:

    WOTR-B, WOTR-C henchman (monster)
    Outsider
    Demon
    Check to defeat: Combat 13
    Powers
    The Derakni is immune to the Electricity and Poison traits. Add 5 to your checks against this henchman if you succeed at an Intelligence or Knowledge 9 check, or if the check has the Force trait.

    Before you act, each character at your location attempts a Wisdom 5 check. For each character that fails, a random character at her location is dealt 2 Combat damage.

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

    Knowledge 9, mythic, kolo, location power: 1d10 + 6 + 6 + 3 - 2 ⇒ (1) + 6 + 6 + 3 - 2 = 14

    Shardra power: successful Knowledge check: examine top 2 cards of any location - Torture Chamber 3=Ophidian Demon; 4=Fly Demon

    BYA Wis 5, mythic, location power, successful knowledge check: 1d10 + 4 + 6 - 2 + 5 ⇒ (5) + 4 + 6 - 2 + 5 = 18

    Seoni has to make a Wis 5 check (subtracting 2 from each die rolled). I'm not sure if she's allowed to attempt the Int/Knowledge 9 check to add 5 to her check? If she fails the Wis 5 check, a random character at the location (Seoni or Shardra) takes 2 Combat dmg. If this is Shardra, she reveals Stole of the Inheritor to reduce to 0.

    Reveal Flame Staff
    Combat 13, mythic, location power, successful knowledge check: 1d10 + 7 + 6 - 2 + 5 ⇒ (4) + 7 + 6 - 2 + 5 = 20

    Before you act, each character (Seoni and Shardra) 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.

    Auto-fail
    Acid dmg: 1d4 + 2 ⇒ (3) + 2 = 5
    Reveal Stole of the Inheritor to reduce by 4. Discard Commander's Field Plate for 1 Acid dmg.

    Army barrier: Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.

    As usual, Shardra uses her power to use Knowledge for any check vs a Barrier. Note that Seoni (being local to Shardra) can also do the same.

    I'm not sure if Seoni will still have Jeggare in hand after the previous BYA checks
    Knowledge 20, mythic, kolo: 1d10 + 6 + 6 + 3 ⇒ (6) + 6 + 6 + 3 = 21 + Jeggare if still available: 1d6 ⇒ 2 Turns out to not matter...

    Shardra power: examine top 2 of any location: Abattoir 1=villain, 2= Peryton

    [ooc]Recharge Kolo to add 1d8+6 to Seoni's check vs the Army barrier

    Seoni, Kess, and Cogsnap each need to do a check vs the army barrier.

    If anyone fails their check vs the army barrier:
    Seoni and Shardra are each moved to a random location.

    If everyone succeeds vs the army barrier:
    Shardra attempts to close the location.
    When Closing: Succeed at a Dexterity or Stealth 11 check.
    Use Shardra power to use Knowledge instead
    Knowledge 11, mythic: 1d10 + 6 + 6 ⇒ (6) + 6 + 6 = 18
    Locust Shrine is closed
    When Permanently Closed: No effect.

    Recovery Phase:

    Reset Hand

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5
    Compelling Offer displayed next to the scenario

    Seoni, Shardra - Locust Shrine 1-4 remain
    Prison Vault CLOSED
    Kess - Torture Chamber 3-7 remain // 3=Ophidian Demon; 4=Fly Demon
    Cathedral of Chaos CLOSED
    Abattoir 1-6 remain // 1=Areelu Vorlesh (villain!); 2=Peryton
    Cognsap - Occult Library CLOSED"

    "

    Shardra wrote:

    Hand: Cloudburst, Ice Strike (Core), Divine Blaze, Stole of the Inheritor, Flame Staff, Planar Tuning Fork, Fortune-Teller,

    Displayed:
    Deck: 10 Discard: 10 Buried: 0
    Current Location: Locust Shrine
    Hero Points: 5
    Tshirt Reroll: Available
    Mythic Charges: 6
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

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

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cleric of Nethys, Summon Hellhounds, Wayfarer, Wand of Flying, Major Cure, Repulsion (Core), Blessing of Xoveron, Blessing of Qi Zhong, Sirocco
    Recharged: Kolo (WoTR),
    Discard Pile: Crystal Ball, Blessing of Nethys 2, Heavy Crossbow, Blessing of Pulura, Druid of the Storm, Aqueous Orb, Blessing of Nethys 1, Unearthly Aim, The All-Seeing Eye, Commander's Field Plate,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armors | ☐ Heavy Armors
    POWERS (Role: Visionary):
    When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.
    When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
    [X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. ([X] Characters gain this power while at your location.)
    ☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.
    Mythic Hierophant: Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
    Mythic Hierophant: Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
    Knight of Kenabres: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks:
    Righteous Medal of Spirit: Wisdom
    Righteous Medal of Vigor: Constitution
    Righteous Medal: Charisma

    "


  • Combat 40: 1d10 + 7 + 1d12 + 5 + 1d4 + 1d4 + 5 + 1d6 + 6 ⇒ (9) + 7 + (1) + 5 + (3) + (3) + 5 + (1) + 6 = 40

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Ursine Rageskin - 5
    Gecks (Fire Gecko) - 1d4
    Brawlers Aid - 1d4+5
    Righteous Medal of Valor: Strength - 1d6
    Mythic Marshall (Str) - 6

    Recharge Moose for Brawler's Aid


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

    Blessing of Norgorber, Mythic

    Ranged 20: 1d20 + 1d8 + 10 ⇒ (8) + (8) + 10 = 26


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

    Off-turn encounters

    Derakni BYA Wisdom 5: 1d6 - 2 + 4 ⇒ (3) - 2 + 4 = 5

    Roll Details:

    Wisdom: 1d6
    Miscellaneous: -2 for Each Die: -2
    Adding/Existing Elemental Mastery Trait: 4

    Army BYA Acrobatics(Knowledge) 12: 1d8 + 3 + 2 + 4 + 5 - 2 ⇒ (5) + 3 + 2 + 4 + 5 - 2 = 17

    Roll Details:

    Knowledge: 1d8+3+2
    Adding/Existing Elemental Mastery Trait: 4
    Mythic Medal of Clarity: Knowledge: 5-2

    Arcane 20: 1d12 + 4 + 2 + 6 + 1d6 + 4 + 5 - 2 ⇒ (2) + 4 + 2 + 6 + (1) + 4 + 5 - 2 = 22

    Roll Details:

    Arcane: 1d12+4+2
    Miscellaneous: Mythic Charges: 6
    Miscellaneous: Count Jeggare: 1d6
    Adding/Existing Elemental Mastery Trait: 4
    Mythic Medal of Command: Arcane: 5-2

    Everyone has succeeded their Army check


    Deck Handler

    Updated hand to reflect that Seoni didn't need Kolo.

    "

    Shardra wrote:

    Hand: Cloudburst, Ice Strike (Core), Divine Blaze, Stole of the Inheritor, Flame Staff, Fortune-Teller, Kolo (WoTR),

    Displayed:
    Deck: 10 Discard: 10 Buried: 0
    Current Location: Locust Shrine
    Hero Points: 5
    Tshirt Reroll: Available
    Mythic Charges: 6
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

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

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Qi Zhong, Wayfarer, Summon Hellhounds, Cleric of Nethys, Blessing of Xoveron, Planar Tuning Fork, Repulsion (Core), Wand of Flying, Major Cure, Sirocco
    Recharged:
    Discard Pile: Crystal Ball, Blessing of Nethys 2, Heavy Crossbow, Blessing of Pulura, Druid of the Storm, Aqueous Orb, Blessing of Nethys 1, Unearthly Aim, The All-Seeing Eye, Commander's Field Plate,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armors | ☐ Heavy Armors
    POWERS (Role: Visionary):
    When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.
    When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
    [X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. ([X] Characters gain this power while at your location.)
    ☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.
    Mythic Hierophant: Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
    Mythic Hierophant: Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
    Knight of Kenabres: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks:
    Righteous Medal of Spirit: Wisdom
    Righteous Medal of Vigor: Constitution
    Righteous Medal: Charisma

    "


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

    Redoing Army BYA to not use Knowledge

    Auto-failing the BYA Dexterity 12

    Acid Damage: 1d4 + 2 ⇒ (2) + 2 = 4

    Discarding Good Omen, Fireball Beads, 2 cards from top of deck (Academae Scholar, Disintegrate)


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

    ========================
    Seoni starts her turn.
    Hour: Blessing of the Inheritor
    Hour Power:No effect.
    Location: Locust Shrine
    Location Power: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtract 2 from each die in any checks against it.
    Scenario Powers: 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.
    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.

    Seoni moves to the Abattoir and explores.

    Areelu Vorlesh:
    WotR
    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.

    Guard check for Kess is that everyone must take 1 unavoidable Mental damage. Discarding Nightspear for my damage.

    Random Character to Encounter Devastator: 1d3 ⇒ 2 = Cogsnap

    Since Devastator encounter doesn't affect whether villain is defeated, I'll continue

    Ivory Templar:
    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.

    Ivory Templar Combat 20: 1d12 + 4 + 6 + 4 + 5 - 2 + 1d6 + 4d6 + 4 ⇒ (10) + 4 + 6 + 4 + 5 - 2 + (4) + (1, 2, 5, 6) + 4 = 49

    Roll Details:

    Charisma: 1d12+4
    Miscellaneous: Mythic Charges: 6
    Adding/Existing Elemental Mastery Trait: 4
    Mythic Medal of Command: Arcane: 5-2
    Chalice of Ozem: 1d6
    Form of the Dragon: 4d6+4

    Areelu Knowledge 16: 1d8 + 3 + 2 + 6 + 1d6 + 4 + 5 - 2 + 1d6 ⇒ (7) + 3 + 2 + 6 + (4) + 4 + 5 - 2 + (4) = 33

    Roll Details:

    Knowledge: 1d8+3+2
    Miscellaneous: Mythic Charges: 6
    Miscellaneous: Count Jeggare: 1d6
    Adding/Existing Elemental Mastery Trait: 4
    Mythic Medal of Clarity: Knowledge: 5-2
    Chalice of Ozem: 1d6

    Areelu Combat 49 (45+4): 1d12 + 4 + 6 + 4 + 5 - 2 + 1d6 + 4d6 + 4 + 10 ⇒ (3) + 4 + 6 + 4 + 5 - 2 + (5) + (2, 6, 6, 5) + 4 + 10 = 58

    Roll Details:

    Charisma: 1d12+4
    Miscellaneous: Mythic Charges: 6
    Adding/Existing Elemental Mastery Trait: 4
    Mythic Medal of Command: Arcane: 5-2
    Chalice of Ozem: 1d6
    Form of the Dragon: 4d6+4
    Miscellaneous: Monster Power: 10

    Areelu Combat 54 (50+4): 1d20 + 4 + 6 + 4 + 5 - 2 + 1d6 + 4d6 + 4 + 10 ⇒ (20) + 4 + 6 + 4 + 5 - 2 + (3) + (5, 1, 3, 5) + 4 + 10 = 68

    Roll Details:

    Charisma, Mythic Charge: 1d20+4
    Miscellaneous: Mythic Charges: 6, 5 remaining after check
    Adding/Existing Elemental Mastery Trait: 4
    Mythic Medal of Command: Arcane: 5-2
    Chalice of Ozem: 1d6
    Form of the Dragon: 4d6+4
    Miscellaneous: Monster Power: 10

    Even if Cogsnap hand-wipes, we win!


    Development:
    Undarin is yours! Areelu has fled, teleporting to Threshold for a last stand. You can sack her city, free her slaves, and end the demonic conquest of the Wounded Lands. Now they only control the city of Iz and the lands around the Threshold.

    You should be warned: That may be enough. If you can’t close the rift on your side while the heroes in the Abyss close it on theirs, the hordes of the Abyss will come rampaging through. All the victories you have won over the past few months will be undone as the rest of the world falls to the Abyss. You must succeed at the rift.

    Your army is tired, but ready to march. Threshold is within your sights.

    REWARDS
    Each character chooses a boon of a type other than loot from the box.

    You may redeem 1 loot card listed on the Redemption card that a reward allows you to temporarily add to your deck.
    (Note the redeemed card on your Chronicle sheet instead of checking it off on the Redemption card.)
    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.)
    Druid of the Storm (Ally 2)
    Apprentice (Ally B)
    Blessing of Deskari (Blessing 1)
    Abyssal Traveler's Kit (Item B)
    Wand of Paralyze (Item B)
    Death's Touch (Spell 5)
    Unearthly Aim (Spell 2)
    Form of the Dragon (Spell 6)


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

    Favored of Deskari:

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

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

    During This Scenario:

    Additional Rules: Defeating a henchman does not allow you to attempt to close a location.

    After building the location Rasping Rifts, for each character, draw the henchmen Cultist of Deskari and Brimorak (proxy for Rift Demon,) and a monster, barrier, armor, weapon, and spell from the box, and shuffle all of those cards into that location deck. After building the location Gate to the Worldwound, shuffle the henchmen Vagorg (proxy for God Caller Opon) and Wenduag (proxy for Wivver Noclan) into that location deck.

    After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.

    On your turn, you may bury a boon to explore your location. To win the scenario, the Gate of the Worldwound and the Rasping Rifts must collectively contain a number of cards less than or equal to the number of characters.

    DISPLAY THE TROOP CHAMPIONS OF MENDEV.

    CHampions of Mendev:

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

    Scenario Level (#): 6

    Turn: 0, Kess/Gimry

    Random Cards:

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

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

    Spoiler:
    Urannag
    WotR
    Monster 4
    Traits:
    Construct
    Obstacle
    Lock
    To Defeat:
    Combat 30
    OR Disable 17
    You may not play spells that have the Attack trait. Cards that affect barriers affect this card.
    If undefeated, leave this monster faceup on its location deck. Characters at this location encounter this card as their first exploration each turn. When this location has no other cards, banish this card.
    If you make one false move, its spiked arms and savage blades will surround you_

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

    Spoiler:
    Putrid Ooze
    WotR
    Monster 4
    Traits:
    Ooze
    Aquatic
    To Defeat:
    Combat 22
    OR Dexterity 16
    The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
    Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.
    If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_

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

    Spoiler:
    Rasping Rift Portal
    WotR
    Barrier 6
    Traits:
    Obstacle
    Magic
    Arcane
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Divine 18
    If undefeated, you are dealt 1d6+1 Force damage, then 1d6+1 Mental damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn.
    After you act, move to a random other location.

    Spoiler:
    Mythic Glyph
    WotR
    Barrier 4
    Traits:
    Trap
    Magic
    Arcane
    Mythic
    To Defeat:
    Arcane
    Divine 17
    OR Intelligence
    Knowledge
    Stealth 14
    Before you act, each other character at your location must summon and encounter the Mythic Glyph.
    If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
    After you act, banish this barrier.

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

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

    Weapons
    Spoiler:
    Anarchy Hammer
    WotR
    Weapon 4
    Traits:
    Hammer
    Melee
    Bludgeoning
    Magic
    Corrupted
    Mythic
    To Acquire:
    Strength
    Melee 16
    If this card has the Corrupted trait, the difficulty of checks using this weapon against a bane that has the Demon trait increases by 5.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally expend a mythic charge to add another 2d6 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Spellbreaker
    WotR
    Weapon 5
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Mythic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 16
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
    Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

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

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

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

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

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

    Spoiler:
    Pillar of Life
    WotR
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 12
    Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Ice Strike
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

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

    Armors
    Spoiler:
    Spiked Plate
    WotR
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Helm of the Serpent King
    WotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    Corrupted
    Mythic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
    Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Merchant Lord
    WotR
    Ally 4
    Traits:
    Human
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 9
    Discard this card to give any number of cards to another character.
    Discard this card to explore your location.

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

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

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

    Spoiler:
    Blessing of the Starsong
    WotR
    Blessing 3
    Traits:
    Divine
    Desna
    To Acquire:
    Charisma 7
    OR Divine 9
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 12

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Shardra/AbrahamZ.
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 2 Seoni/TheChu:
    Spoiler:
    Hourglass Card 2 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 3 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 4 Kess/Gimry:
    Spoiler:
    Hourglass Card 4 Kess/Gimry
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Shardra/AbrahamZ.
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 8 Kess/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 9 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Shardra/AbrahamZ.
    Blessing of the Inheritor
    WotR
    Blessing 6
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 12
    OR Divine 9
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
    Hourglass Card 10 Seoni/TheChu:
    Spoiler:
    Hourglass Card 10 Seoni/TheChu
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 11 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Cogsnap/tcolmaster01
    Blessing of Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Kess/Gimry:
    Spoiler:
    Hourglass Card 12 Kess/Gimry
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Location #1: Gate of the Worldwound
    Abyssal
    At This Location: Begin the scenario with this side up. When you encounter a bane that has the Demon trait, recharge a card and flip this card.
    When Closing: This side of this location is always open. Expend 1d4 mythic charges to flip this card.
    When Permanently Closed: This location is never permanently closed.
    M: 3 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Location #2: The Rasping Rifts
    Abyssal
    At This Location: Henchman gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.
    When Closing: This location may not be closed until it is empty, then it closes automatically.
    When Permanently Closed: No effect.
    M: 4 Ba: 4 W: 4 Sp: 4 Ar: 4 I: 0 Al: 0 Bl: 0 ?: 8
    Located/Displayed Here: None


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

    Starting Location: Rasping Rifts

    "

    Cogsnap wrote:

    Hand: Acidic Bolas, Anesthetizing SLime, Talisman of True Faith, Elixir of Focus, Bottled Lightning, Clockwork Servant (Core) 2, Starbow, Slick Leather,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 4
    Mythic Charges:5

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fuse Grenade, Clockwork Servant (Core), Blessing of Nethys (Core), Dragon's Breath (Core), Flame Cannon, Elixir of Healing, Potion of Focus, Blessing of Norgorber, Blackfingers, The Carnival, Acid Flask (Core), Crystalline Carnivore
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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
    Arcane: Cha +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.

    "


    Start at Rasping Rifts

    "

    Kess wrote:

    Hand: Crocodile Skin Madu, Iron Knuckles, Cloud Puff, Topaz of Strength, Phantom (Shadowcat), Gecks (Fire Gecko), Blessing of the Green Faith (2),

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Current Location: The Rasping Rifts
    Hero Points: 7
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6E: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bulwinkle (Moose), Amulet of Furious Fists, Shaman, Councilor's Ring, Ursine Rageskin, Baby Triceratops, Bearskin Armor, Magic Chain Mail, Smokey (Bear), Kaa (Reed Moccasin), Blessing of Gozreh, Demon Hunter, Blessing of the Green Faith, Blessing of Gorum, Pious Healer
    Recharged:
    Discard Pile:
    Buried Pile:

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

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

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    ☑ 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)
    ☑ Ranged (Dexterity + 5)

    "


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

    Seoni starts at the The Rasping Rifts.

    Seoni wrote:

    Hand: Meteor Swarm (Core), Good Omen (Core), Chalice of Ozem, Gem of Mental Acuity (Core), Blessing of Sivanah, Count Jeggare,

    Displayed: Magic Leather Armor (Core),
    Deck: 15 Discard: 0 Buried: 0
    Current Location: The Rasping Rifts
    Hero Points: 6
    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 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 Gate of the Worldwound if necessary.
    Other: I am Seoni. The elements call me to cleanse this place!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The All-Seeing Eye, Poison Blast (Core), Lightning Bolt (Core), Nightspear (Thorn), Wand of Enervation (Core), Toff Ornelos, Disintegrate (Core), Death's Touch (Core), Vampiric Touch, The Foreign Trader, Acadamae Student (Peri), Third Eye, Acadamae Scholar (Hanneman), Blessing of Pharasma, Blessing of Abadar
    Recharged:
    Discard Pile:
    Buried Pile:

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

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


    Deck Handler

    Start with the group at Rasping Rifts.

    "

    Shardra wrote:

    Hand: Sirocco, Summon Hellhounds, Stole of the Inheritor, Flame Staff, Wand of Flying, Crystal Ball, Blessing of Xoveron, Kolo (WoTR),

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    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

    Summon Hellhounds: +2d6 & fire trait to combat checks at my location until the end of my turn

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Major Cure, Cloudburst, Aqueous Orb, Wayfarer, Repulsion (Core), Autumn Witch, Blessing of Pulura, Divine Blaze, Ice Strike (Core), Blessing of Nethys 2, Blessing of Nethys 1, Fortune-Teller, The All-Seeing Eye, Blessing of Qi Zhong
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armors | ☐ Heavy Armors
    POWERS (Role: Visionary):
    When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.
    When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
    [X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. ([X] Characters gain this power while at your location.)
    ☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.
    Mythic Hierophant: Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
    Mythic Hierophant: Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
    Knight of Kenabres: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks:
    Righteous Medal of Spirit: Wisdom
    Righteous Medal of Vigor: Constitution
    Righteous Medal: Charisma

    "


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

    Favored of Deskari:

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

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

    During This Scenario:

    Additional Rules: Defeating a henchman does not allow you to attempt to close a location.

    After building the location Rasping Rifts, for each character, draw the henchmen Cultist of Deskari and Brimorak (proxy for Rift Demon,) and a monster, barrier, armor, weapon, and spell from the box, and shuffle all of those cards into that location deck. After building the location Gate to the Worldwound, shuffle the henchmen Vagorg (proxy for God Caller Opon) and Wenduag (proxy for Wivver Noclan) into that location deck.

    After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.

    On your turn, you may bury a boon to explore your location. To win the scenario, the Gate of the Worldwound and the Rasping Rifts must collectively contain a number of cards less than or equal to the number of characters.

    https://pacg.fandom.com/wiki/Gate_of_the_Worldwound?so=search

    DISPLAY THE TROOP CHAMPIONS OF MENDEV.

    CHampions of Mendev:

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

    Scenario Level (#): 6

    Turn: 1, Shardra/AbrahamZ.

    Random Cards:

    Monsters
    Spoiler:
    Insane Bythos
    WotR
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 26
    The Insane Bythos is immune to the Cold and Poison traits.
    Before you act, shuffle all characters' role cards and deal 1 to each character, who places it checked side up over the Powers section of her character card and uses checked powers from the new role card instead of her normal powers. If defeated, or at the end of the scenario, return the role cards to their owners.
    If undefeated, advance the blessings deck.

    Spoiler:
    Locust Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    Vermin
    To Defeat:
    Combat 23
    The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
    Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
    If undefeated, discard the top card of your deck.

    Spoiler:
    Corruption Demon
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 25
    The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
    Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
    If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

    Spoiler:
    Demonic Cyclops
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    Giant
    To Defeat:
    Combat 28
    The Demonic Cyclops is immune to the Electricity and Poison traits. Damage dealt by the Demonic Cyclops is dealt to each character at your location.
    Before you act, examine the top 2 cards of your deck; recharge 1 and bury 1.
    They say a cyclops's eye can see the future_ This one obviously didn't like what it saw_

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

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

    Spoiler:
    Rasping Rift Portal
    WotR
    Barrier 6
    Traits:
    Obstacle
    Magic
    Arcane
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Divine 18
    If undefeated, you are dealt 1d6+1 Force damage, then 1d6+1 Mental damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn.
    After you act, move to a random other location.

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

    Spoiler:
    Magic Ray Fusillade
    WotR
    Barrier 5
    Traits:
    Trap
    Magic
    Arcane
    To Defeat:
    Arcane
    Acrobatics
    Stealth 18
    If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

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

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

    Spoiler:
    Heavy Pick +2
    WotR
    Weapon 4
    Traits:
    Pick
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.

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

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

    Spoiler:
    Sword of Subtlety
    WotR
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

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

    Spoiler:
    Rune of Jandelay
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Veteran
    To Acquire:
    Intelligence
    Arcane 14
    Display this card next to a location; if you play this card during a check, you may play another spell on the check. While displayed, when any character at that location encounters a bane that has the Demon trait, add the scenario's adventure deck number to any check against that bane; characters at that location ignore the bane's immunities.
    At the end of your turn, if you do not have have Arcane skill, banish this card; otherwise, you may attempt an Arcane 16 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Pillar of Life
    WotR
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 12
    Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

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

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

    Armors
    Spoiler:
    Bastion of the Inheritor
    WotR
    Armor 5
    Traits:
    Shield
    Offhand
    Magic
    Divine
    Iomedae
    Mythic
    To Acquire:
    Constitution
    Fortitude 10
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by an amount equal to your number of mythic charges; you may also recharge a card that has the Iomedae trait to reduce all damage by that amount. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Mantle of Faith
    WotR
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 15
    Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

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

    Spoiler:
    Chaos Stone
    WotR
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

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

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

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

    Spoiler:
    Animal Tamer
    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.

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

    Spoiler:
    Merchant Lord
    WotR
    Ally 4
    Traits:
    Human
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 9
    Discard this card to give any number of cards to another character.
    Discard this card to explore your location.

    Spoiler:
    Pit Gladiator
    WotR
    Ally 4
    Traits:
    Human
    Warrior
    To Acquire:
    Strength
    Melee 12
    THEN Charisma
    Diplomacy 12
    Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
    Discard this card to draw all the weapons from your discard pile, then explore your location.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 11

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/TheChu:
    Spoiler:
    Hourglass Card 1 Seoni/TheChu
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 2 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 2 Cogsnap/tcolmaster01
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 3 Kess/Gimry:
    Spoiler:
    Hourglass Card 3 Kess/Gimry
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 4 Shardra/AbrahamZ.
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Seoni/TheChu:
    Spoiler:
    Hourglass Card 5 Seoni/TheChu
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 6 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 6 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 7 Kess/Gimry:
    Spoiler:
    Hourglass Card 7 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 8 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 8 Shardra/AbrahamZ.
    Blessing of the Inheritor
    WotR
    Blessing 6
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 12
    OR Divine 9
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
    Hourglass Card 9 Seoni/TheChu:
    Spoiler:
    Hourglass Card 9 Seoni/TheChu
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 10 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 10 Cogsnap/tcolmaster01
    Blessing of Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Kess/Gimry:
    Spoiler:
    Hourglass Card 11 Kess/Gimry
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Location #1: Gate of the Worldwound
    Abyssal
    At This Location: Begin the scenario with this side up. When you encounter a bane that has the Demon trait, recharge a card and flip this card.
    When Closing: This side of this location is always open. Expend 1d4 mythic charges to flip this card.
    When Permanently Closed: This location is never permanently closed.
    M: 3 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Gate of the Worldwound Card 1:
    Rallying Cry
    WotR
    Barrier B
    Traits:
    Task
    Cache
    To Defeat:
    None 0
    Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
    Gate of the Worldwound Card 2:
    Wivver Noclan
    None
    Henchman 6
    Type: Monster
    Traits:
    Aberration
    Wizard
    To Defeat:
    See below
    Before you act, each character summons and encounters a random monster.
    You may reveal a card that has the Attack trait or a weapon to automatically defeat Wivver Noclan; otherwise, he is undefeated.
    Gate of the Worldwound Card 3:
    Compelling Offer
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.
    Gate of the Worldwound Card 4:
    Charm Monster
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
    If you do not have the Arcane or Divine skill, banish this card after playing it.
    Gate of the Worldwound Card 5:
    Ebon Thorn
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Reveal this card to add 2 and the Piercing trait to your Melee combat or Diplomacy check.
    Recharge this card to reduce Combat damage dealt to you by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.
    Gate of the Worldwound Card 6:
    Apocalypse Locust
    WotR
    Monster 6
    Traits:
    Outsider
    Vermin
    Mythic
    To Defeat:
    Combat 24
    OR Wisdom
    Divine 18
    The Apocalypse Locust is immune to the Electricity and Poison traits. All damage deal by the Apocalypse Locust is Poison damage. You may not ignore the Corrupted trait on cards during this encounter.
    Before you act, each other character at your location summons and encounters an Apocalypse Locust.
    A tortured human soul was fused into this form… so it could torture others_
    Gate of the Worldwound Card 7:
    Mace of Smiting
    WotR
    Weapon 6
    Traits:
    Mace
    Melee
    Bludgeoning
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the bane has the Construct or Outsider trait, add another 2d8. Ignore any effects on a monster that increase the difficulty of this check.
    Gate of the Worldwound Card 8:
    Mist Horror
    WotR
    Monster 3
    Traits:
    Outsider
    Elemental
    Incorporeal
    To Defeat:
    Combat 20
    The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
    If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
    After you act, shuffle this card into a random open location, then move to a random location.
    Gate of the Worldwound Card 9:
    Boar Demon
    WotR
    Monster 6
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
    Choose another character at your location; that character summons and encounters this adventure's servitor demon.
    Gate of the Worldwound Card 10:
    God Caller Opon
    None
    Henchman 6
    Type: Monster
    Traits:
    Ghost
    Summoner
    To Defeat:
    Arcane
    Divine
    Knowledge 25
    OR Combat 40
    Before you act, you may attempt a Diplomacy 25 check; if you succeed, add 2d20 to your check to defeat.
    After you act, you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, draw a monster and the henchman Rift Demon from the box, then shuffle thos cards into the Rasping Rifts location deck.
    Gate of the Worldwound Card 11:
    Sin Seeker
    WotR
    Barrier 1
    Traits:
    Curse
    Veteran
    To Defeat:
    None 0
    The Sin Seeker may not be evaded.
    Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

    Location #2: The Rasping Rifts
    Abyssal
    At This Location: Henchman gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.
    When Closing: This location may not be closed until it is empty, then it closes automatically.
    When Permanently Closed: No effect.
    M: 4 Ba: 4 W: 4 Sp: 4 Ar: 4 I: 0 Al: 0 Bl: 0 ?: 8
    Located/Displayed Here: Kess/Gimry, Shardra/AbrahamZ., Seoni/TheChu, Cogsnap/tcolmaster01, None
    The Rasping Rifts Card 1:
    Arboreal Blight
    WotR
    Barrier B
    Traits:
    Skirmish
    Demon
    To Defeat:
    None 0
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
    The Rasping Rifts Card 2:
    Shocking Lance +1
    WotR
    Weapon 3
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.
    The Rasping Rifts Card 3:
    Cultist of Deskari
    WotR
    Henchman 1
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number.
    If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    The Rasping Rifts Card 4:
    Telekinesis Trap
    WotR
    Barrier 2
    Traits:
    Trap
    Arcane
    Magic
    To Defeat:
    ArcaneDivine 14
    OR Disable 11
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
    While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
    The Rasping Rifts Card 5:
    Cultist of Deskari
    WotR
    Henchman 1
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number.
    If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    The Rasping Rifts Card 6:
    Expeditious Chain Mail
    WotR
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Acrobatics 9
    Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    The Rasping Rifts Card 7:
    Form of the Dragon
    WotR
    Spell 6
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 15
    Display this card and choose Acid, Cold, Electricity, Fire, or Poison. While displayed, reduce damage of the chosen type dealt to you to 0, and for your combat check, you may discard a card and use your Constitution or Charisma skill + 4d6+4 and the chosen trait.
    At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.
    The Rasping Rifts Card 8:
    Steal Soul
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 10
    When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
    The Rasping Rifts Card 9:
    Glimmer of Hope
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.
    The Rasping Rifts Card 10:
    Stalker's Crossbow
    WotR
    Weapon 4
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 11
    If this card has the Corrupted trait, discard the top card of your deck or you may not play this card.
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+4. If you fail this check, you may discard this card to reroll the dice, adding another 1d8; take the new result.
    If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location.
    The Rasping Rifts Card 11:
    Miracle
    WotR
    Spell 6
    Traits:
    Magic
    Divine
    Mythic
    To Acquire:
    Wisdom
    Divine 18
    Bury this card and expend a mythic charge to summon and play a spell from the box.
    After playing this card, if you do not have the Divine skill, banish it.
    The Rasping Rifts Card 12:
    Mercenary
    WotR
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 10
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.
    Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
    The Rasping Rifts Card 13:
    Rift Demon
    None
    Henchman 6
    Type: Monster
    Traits:
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat 30
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure’s servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card
    The Rasping Rifts Card 14:
    Cultist of Deskari
    WotR
    Henchman 1
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number.
    If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    The Rasping Rifts Card 15:
    Cultist of Deskari
    WotR
    Henchman 1
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number.
    If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    The Rasping Rifts Card 16:
    Fire Shield
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
    At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.
    The Rasping Rifts Card 17:
    Drake Rider
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    Fighter
    AND
    Dragon
    To Defeat:
    (Dragon)
    Combat 21
    THEN (Rider)
    Combat 23
    The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
    If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.
    The Rasping Rifts Card 18:
    Rift Demon
    None
    Henchman 6
    Type: Monster
    Traits:
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat 30
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure’s servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card
    The Rasping Rifts Card 19:
    Spellcaster's Shield
    WotR
    Armor 1
    Traits:
    Shield
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude
    Arcane
    Divine 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.
    The Rasping Rifts Card 20:
    Rift Demon
    None
    Henchman 6
    Type: Monster
    Traits:
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat 30
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure’s servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card
    The Rasping Rifts Card 21:
    Black Dragonhide Breastplate
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.
    The Rasping Rifts Card 22:
    Filth Demon
    WotR
    Monster 4
    Traits:
    Demon
    Curse
    To Defeat:
    Combat 22
    The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
    Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
    If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.
    The Rasping Rifts Card 23:
    Spiny Shield
    WotR
    Armor 2
    Traits:
    Shield
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.
    The Rasping Rifts Card 24:
    Demon Eater
    WotR
    Monster 3
    Traits:
    Outsider
    To Defeat:
    Combat 21
    Armors may not be played during this encounter.
    If undefeated, bury 1d4+1 random cards from your discard pile.
    Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_
    The Rasping Rifts Card 25:
    Planar Crossbow +2
    WotR
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.
    The Rasping Rifts Card 26:
    Spiked Pit Trap
    WotR
    Barrier B
    Traits:
    Trap
    Veteran
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
    The Rasping Rifts Card 27:
    Spirit Blade
    WotR
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
    When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
    The Rasping Rifts Card 28:
    Rift Demon
    None
    Henchman 6
    Type: Monster
    Traits:
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat 30
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure’s servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card


    Deck Handler

    It is the hour of Blessing of Deskari

    Location Power: Henchman gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.

    Scenario Power: At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.

    Free exploration

    The Rasping Rifts Card 1 is Arboreal Blight:

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

    Fiendish Tree:

    WOTR-B henchman (monster)
    PlantDemonVeteran
    Check to defeat
    Combat
    13
    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.

    Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

    After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

    Fiendish Tree BYA - reveal Stole of the Inheritor to reduce 1 Ranged Combat dmg to 0.

    Display Summon Hellhounds
    Reveal Flame Staff
    Combat 13+6+6=25, fire, mythic: 1d10 + 7 + 6 + 1d4 + 2d6 + 1d8 ⇒ (3) + 7 + 6 + (2) + (1, 1) + (4) = 24
    Spend 1 hero point to reroll (now have 5 remaining)
    Combat 13+6+6=25, fire, mythic: 1d10 + 7 + 6 + 1d4 + 2d6 + 1d8 ⇒ (9) + 7 + 6 + (1) + (4, 1) + (2) = 30
    Defeated and no harm from the hellhounds

    Fiendish Tree AYA - reveal Stole of the Inheritor to reduce 1 Ranged Combat dmg to 0.

    Cogsnap, Seoni, and Kess each summon a Fiendish Tree (add +2d6 from Summon Hellhounds and +1d8 from Fire).

    Ulkreth?:
    Ulkreth: 1d20 ⇒ 13
    Regardless of the results of the Fiendish Tree fights, no Ulkreth.

    Arboreal Blight is defeated.

    Continuing my turn but Shardra will have to discard 1 card from her deck for each of the others who rolls a "6" on their Tree checks.

    Send Wand of Flying to Recovery to examine top cards of two locations: Rifts 2=Shocking Lance +1; Worldwound 1=Rallying Cry. Then move to Worldwound (Abyssal side up).

    Discard Xoveron to explore

    Gate of the Worldwound Card 1 is Rallying Cry:

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

    Shardra draws Random Ally 1 = Demon Hunter:

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

    Cha 6, mythic: 1d6 + 2 + 6 ⇒ (2) + 2 + 6 = 10 Acquired

    Cogsnap, Seoni, and Kess must each draw a random Ally that lists Diplomacy and attempt to acquire it.


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

    Off turn encounters

    Fiendish Tree:
    WOTR-B henchman (monster)
    Plant
    Demon
    Veteran
    Check to defeat
    Combat
    13
    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
    Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
    After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

    Trying to minimize die rolls if I can since Shardra would need to discard for rolled 6s

    Combat 25 (13+6+6): 1d12 + 4 + 2 + 2d6 + 2d6 + 1d8 + 6 + 4 + 5 - 2 ⇒ (3) + 4 + 2 + (2, 1) + (4, 6) + (1) + 6 + 4 + 5 - 2 = 36

    Roll Details:

    Arcane: 1d12+4+2
    Meteor Swarm (Core), no fire: 2d6
    Miscellaneous: Summon Hellhounds/Fire: 2d6+1d8
    Miscellaneous: Mythic Charges: 6
    Adding/Existing Elemental Mastery Trait: 4
    Mythic Medal of Command: Arcane: 5-2

    Success, Rolled 6s for encounter: 1

    Rallying Cry encounter

    Animal Tamer:
    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.

    Charisma 9: 1d12 + 4 + 6 + 4 ⇒ (4) + 4 + 6 + 4 = 18

    Roll Details:

    Charisma: 1d12+4
    Miscellaneous: Mythic Charges: 6
    Adding/Existing Elemental Mastery Trait: 4

    Success!

    Seoni wrote:

    Hand: Good Omen (Core), Chalice of Ozem, Gem of Mental Acuity (Core), Animal Tamer, Blessing of Sivanah, Count Jeggare,

    Displayed: Magic Leather Armor (Core),
    Deck: 15 Discard: 1 Buried: 0
    Current Location: The Rasping Rifts
    Hero Points: 6
    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 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 Gate of the Worldwound if necessary.
    Other: I am Seoni. The elements call me to cleanse this place!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lightning Bolt (Core), Acadamae Scholar (Hanneman), Disintegrate (Core), Blessing of Abadar, The Foreign Trader, Poison Blast (Core), Acadamae Student (Peri), Vampiric Touch, The All-Seeing Eye, Wand of Enervation (Core), Nightspear (Thorn), Blessing of Pharasma, Third Eye, Toff Ornelos, Death's Touch (Core)
    Recharged:
    Discard Pile: Meteor Swarm (Core),
    Buried Pile:

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

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


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

    Starbow
    Combat 25: 2d6 + 1d8 + 1d8 + 1d6 + 13 ⇒ (4, 1) + (6) + (7) + (1) + 13 = 32
    6's Rolled: 1

    Merchant Lord:

    WotR
    Ally 4
    Traits:
    Human
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 9
    Discard this card to give any number of cards to another character.
    Discard this card to explore your location.

    Use Elixir of Focus (sent Bottled Lightning to Recovery) to auto acquire.

    Bottled Lightning Craft 14: 1d10 + 11 ⇒ (3) + 11 = 14

    "

    Cogsnap wrote:

    Hand: Acidic Bolas, Anesthetizing SLime, Talisman of True Faith, Elixir of Focus, Merchant Lord, Clockwork Servant (Core) 2, Starbow, Slick Leather,

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fuse Grenade, Acid Flask (Core), The Carnival, Potion of Focus, Dragon's Breath (Core), Crystalline Carnivore, Blessing of Nethys (Core), Blackfingers, Blessing of Norgorber, Flame Cannon, Elixir of Healing, Clockwork Servant (Core)
    Recharged: Bottled Lightning,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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
    Arcane: Cha +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.

    "

    The Concordance

    M Half-Orc Alchemist 3 | HP 21| AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +7, R: +10, W: +5 | Init: +4 | Perc: +7, SM: +1 | Speed 30ft | Active conditions: None. | BOMB: 8-Day 2d6+3 dc 14

    BYA/AYA Acidic Bolas, Anesthetizing Slime


    Fiendish Tree:

    WOTR-B henchman (monster)
    PlantDemonVeteran
    Check to defeat
    Combat
    13
    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
    Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
    After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

    BYA - Recharge Crocodile Skin for damage

    Combat 25(13+6+6): 1d10 + 7 + 1d12 + 2d6 + 1d8 + 6 ⇒ (4) + 7 + (10) + (4, 5) + (1) + 6 = 37

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Summon Hellhounds - 2d6
    Fire Damage - 1d8
    Mythic Marshall (Str) - 6

    No 6

    AYA - Discard Phantom for AYA damage

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

    Pit Gladiator:

    WotR
    Ally 4
    Traits:
    Human
    Warrior
    To Acquire:
    Strength
    Melee 12
    THEN Charisma
    Diplomacy 12
    Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
    Discard this card to draw all the weapons from your discard pile, then explore your location.

    Strength 12: 1d10 + 4 + 6 ⇒ (6) + 4 + 6 = 16

    Roll Details:

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

    Charisma 12: 1d8 + 2 + 1d4 + 6 ⇒ (4) + 2 + (1) + 6 = 13

    Roll Details:

    Charisma - 1d8+2
    Iron Knuckles - 1d4
    Mythic Marshal (Cha) - 6


    Deck Handler

    Resuming my turn...

    Aboreal Blight is banished.

    Shardra discards Ice Strike and Blessing of Nethys 2 for Hellhounds results for Seoni and Cogsnap.

    Everyone keeps the allies they just acquired. Rallying Cry is banished.

    Discard Crystal Ball to examine top 3 cards of Worldwound and reorder as: Compelling Offer, Wivver Noclan, Charm Monster ... then explore

    Gate of the Worldwound Card 3 is Compelling Offer:

    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

    Compelling Offer is displayed next to the scenario.

    Discard Demon Hunter to explore

    Gate of the Worldwound Card 2 is Wivver Noclan:

    None
    Henchman 6
    Type: Monster
    Traits:
    Aberration
    Wizard
    To Defeat:
    See below
    Before you act, each character summons and encounters a random monster.
    You may reveal a card that has the Attack trait or a weapon to automatically defeat Wivver Noclan; otherwise, he is undefeated.

    Location Power: Begin the scenario with this side (Abyssal) up. When you encounter a bane that has the Demon trait, recharge a card and flip this card.

    Recharge Kolo. Worldwound flips to non-Abyssal side.
    Location power: When you encounter a bane that has the Demon trait, recharge a card and flip this card.

    Wivver Noclan BYA: each character summons and encounters a random monster.

    Kess, Cogsnap, and Seoni each summon and encounter a random monster (with Hellhounds still adding +2d6+Fire, and Shardra discarding from top of deck if you roll a 6). Shardra has no (other) help to give.

    Random Monster 1 is Insane Bythos:

    WotR
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 26
    The Insane Bythos is immune to the Cold and Poison traits.
    Before you act, shuffle all characters' role cards and deal 1 to each character, who places it checked side up over the Powers section of her character card and uses checked powers from the new role card instead of her normal powers. If defeated, or at the end of the scenario, return the role cards to their owners.
    If undefeated, advance the blessings deck.

    Uh oh!
    Shardra's role card goes to (1=Shardra, 2=Seoni, 3=Cogsnap, 4=Kess): 1d4 ⇒ 3 Cogsnap has Shardra's role card
    Seoni's role card goes to (1=Shardra, 2=Seoni, 3=Kess): 1d3 ⇒ 2 Seoni keeps her role card
    Cogsnap's role card goes to (1=Shardra, 2=Kess): 1d2 ⇒ 2 Kess has Cogsnap's role card.
    Shardra has Kess' role card.

    Send Sirocco to Recovery
    Combat 26, mythic: 1d10 + 7 + 6 + 3d8 ⇒ (10) + 7 + 6 + (6, 7, 2) = 38
    Kess power: When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card - heal 1 card: Blessing of Nethys 2
    Insane Bythos is defeated so everyone gets their role cards back.
    Sirocco power: any other character at the Worldwound (there aren't any) takes 1 fire dmg. Then examine top 2 cards of the location: Charm Monster and Ebon Thorn

    Reveal Flame Staff to defeat Wivver Noclan

    At the end of the turn Summon Hellhounds goes to Recovery

    Recovery Phase:
    Recharge Wand of Flying? Divine 12, mythic: 1d10 + 7 + 6 ⇒ (3) + 7 + 6 = 16
    Recharge Sirocco? Divine 13, mythic: 1d10 + 7 + 6 ⇒ (6) + 7 + 6 = 19
    Recharge Summon Hellhounds? Divine 13, mythic: 1d10 + 7 + 6 ⇒ (1) + 7 + 6 = 14

    Reset Hand

    "

    Shardra wrote:

    Hand: Cloudburst, Major Cure, Divine Blaze, Stole of the Inheritor, Flame Staff, Wayfarer, Kolo (WoTR),

    Displayed:
    Deck: 12 Discard: 4 Buried: 0
    Current Location: Gate of the Worldwound
    Hero Points: 5
    Tshirt Reroll: Available
    Mythic Charges: 6
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

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

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Aqueous Orb, Blessing of Qi Zhong, Repulsion (Core), The All-Seeing Eye, Fortune-Teller, Blessing of Pulura, Autumn Witch, Blessing of Nethys 1, Blessing of Nethys 2
    Recharged: Wand of Flying, Sirocco, Summon Hellhounds,
    Discard Pile: Blessing of Xoveron, Ice Strike (Core), Crystal Ball, Demon Hunter,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armors | ☐ Heavy Armors
    POWERS (Role: Visionary):
    When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.
    When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
    [X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. ([X] Characters gain this power while at your location.)
    ☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.
    Mythic Hierophant: Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
    Mythic Hierophant: Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
    Knight of Kenabres: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks:
    Righteous Medal of Spirit: Wisdom
    Righteous Medal of Vigor: Constitution
    Righteous Medal: Charisma

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5
    Summon Hellhounds displayed at Rifts
    Compelling Offer is displayed next to the scenario
    Notes for Kess: summon and encounter a random monster (with Hellhounds still adding +2d6+Fire, and Shardra discarding from top of deck if you roll a 6)
    Notes for Cogsnap: summon and encounter a random monster (with Hellhounds still adding +2d6+Fire, and Shardra discarding from top of deck if you roll a 6)
    Notes for Seoni: summon and encounter a random monster (with Hellhounds still adding +2d6+Fire, and Shardra discarding from top of deck if you roll a 6)
    Notes for Shardra: have to discard 1 card from her deck for each of the others who rolls a ""6"" on their Tree checks

    Shardra - Gate of the Worldwound 4-11 remain // 4=Charm Monster; 5=Ebon Thorn (Worldwound is now on non-Abyssal side)
    Seoni, Kess, Cognsap - The Rasping Rifts 2-28 remain // 2=Shocking Lance +1"


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

    RNG Monster 2 - Locust Demon:

    Locust Demon
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    Vermin
    To Defeat:
    Combat 23
    The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
    Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
    If undefeated, discard the top card of your deck.

    BYA INT 11: 1d10 + 9 ⇒ (7) + 9 = 16
    Starbow
    Combat 23: 2d6 + 1d8 + 1d6 + 17 ⇒ (3, 1) + (6) + (3) + 17 = 30
    Defeated


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

    Off-turn encounter

    Correcting BYA and AYA Ranged Combat from last post
    BYA: Recharge Magic Leather Armor
    AYA: Discard Gem of Mental Acuity

    Locust Demon BYA: Wisdom 9: 1d6 + 4 ⇒ (2) + 4 = 6

    Roll Details:

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

    Discard Vampiric Touch from top of deck
    Random Monster 3 is Corruption Demon

    Corruption Demon:
    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 25
    The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
    Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
    If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

    BYA Knowledge 14: 1d8 + 3 + 2 + 6 + 4 + 5 - 2 ⇒ (6) + 3 + 2 + 6 + 4 + 5 - 2 = 24

    Roll Details:

    Knowledge: 1d8+3+2
    Miscellaneous: Mythic Charges: 6
    Adding/Existing Elemental Mastery Trait: 4
    Mythic Medal of Clarity: Knowledge: 5-2

    Using Seoni's Discard power (Animal Tamer) to draw (Meteor Swarm) from discard or recovery pile

    Combat 25: 1d12 + 4 + 2 + 6 + 1d6 + 4 + 5 - 2 + 2d6 + 2d6 ⇒ (2) + 4 + 2 + 6 + (5) + 4 + 5 - 2 + (6, 3) + (6, 5) = 46

    Roll Details:

    Arcane: 1d12+4+2
    Miscellaneous: Mythic Charges: 6
    Miscellaneous: Count Jeggare: 1d6
    Adding/Existing Elemental Mastery Trait: 4
    Mythic Medal of Command: Arcane: 5-2
    Miscellaneous: Summon Hellhounds: 2d6
    Meteor Swarm (Core, No Fire): 2d6

    That's another 2 6s for Shardra. :(

    Seoni wrote:

    Hand: Good Omen (Core), Chalice of Ozem, Blessing of Sivanah, Count Jeggare,

    Displayed:
    Deck: 16 Discard: 4 Buried: 0
    Current Location: The Rasping Rifts
    Hero Points: 6
    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 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 Gate of the Worldwound if necessary.
    Other: I am Seoni. The elements call me to cleanse this place!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Pharasma, Disintegrate (Core), Blessing of Abadar, Third Eye, Poison Blast (Core), Nightspear (Thorn), Toff Ornelos, Lightning Bolt (Core), The Foreign Trader, Acadamae Scholar (Hanneman), Wand of Enervation (Core), Death's Touch (Core), The All-Seeing Eye, Acadamae Student (Peri)
    Recharged: Magic Leather Armor (Core),
    Discard Pile: Gem of Mental Acuity (Core), Animal Tamer, Meteor Swarm (Core), Vampiric Touch,
    Buried Pile:

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

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


    Deck Handler

    Discard top 2 cards of own deck due to 6s rolled by Cogsnap and Seoni: Blessing of Nethys 1 and Acqueous Orb.


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

    Edit: Cannot pass a WIS 9 check, discard top card of deck.

    "

    Cogsnap wrote:

    Hand: Talisman of True Faith, Elixir of Focus, Merchant Lord, Clockwork Servant (Core) 2, Starbow, Slick Leather,

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Clockwork Servant (Core), Fuse Grenade, Dragon's Breath (Core), Acid Flask (Core), Elixir of Healing, Crystalline Carnivore, Blackfingers, Flame Cannon, Potion of Focus, The Carnival, Blessing of Nethys (Core)
    Recharged: Bottled Lightning,
    Discard Pile: Acidic Bolas, Anesthetizing SLime, Blessing of Norgorber,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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
    Arcane: Cha +5

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Light Armors, Weapons, Alchemy, Arcane
    POWERS:
    When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
    On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
    After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box. ([X] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
    [X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
    ☐ On (☐ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (☐ or any items); for each item discarded, add 1d6 and the item's traits to the check.
    [ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.

    "


    Deck Handler

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

    "

    Shardra wrote:

    Hand: Cloudburst, Divine Blaze, Stole of the Inheritor, Flame Staff, Wayfarer, Kolo (WoTR),

    Displayed:
    Deck: 14 Discard: 3 Buried: 0
    Current Location: Gate of the Worldwound
    Hero Points: 5
    Tshirt Reroll: Available
    Mythic Charges: 6
    NOTES:
    Available Support: Blessings and other cards always available unless noted otherwise.

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

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Repulsion (Core), Blessing of Qi Zhong, Wand of Flying, The All-Seeing Eye, Demon Hunter, Summon Hellhounds, Blessing of Nethys 2, Fortune-Teller, Ice Strike (Core), Blessing of Pulura, Sirocco, Autumn Witch, Blessing of Nethys 1
    Recharged: Major Cure,
    Discard Pile: Blessing of Xoveron, Crystal Ball, Aqueous Orb,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armors | ☐ Heavy Armors
    POWERS (Role: Visionary):
    When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.
    When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
    [X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. ([X] Characters gain this power while at your location.)
    ☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.
    Mythic Hierophant: Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
    Mythic Hierophant: Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
    Knight of Kenabres: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks:
    Righteous Medal of Spirit: Wisdom
    Righteous Medal of Vigor: Constitution
    Righteous Medal: Charisma

    "


    Auto Fail Wis 9 on Cogs Locust. Discard top of deck

    Demonic Cyclops:

    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    Giant
    To Defeat:
    Combat 28
    The Demonic Cyclops is immune to the Electricity and Poison traits. Damage dealt by the Demonic Cyclops is dealt to each character at your location.
    Before you act, examine the top 2 cards of your deck; recharge 1 and bury 1.
    They say a cyclops's eye can see the future_ This one obviously didn't like what it saw_

    BYA - Bury Bearskin Armor, recharge Green Faith

    Combat 28: 1d10 + 7 + 1d12 + 1d4 + 1d4 + 2d6 + 6 ⇒ (7) + 7 + (5) + (2) + (3) + (5, 3) + 6 = 38

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Iron Knuckles - 1d4
    Gecks (Fire Gecko) - 1d4
    Summon Hellhounds - 2d6
    Mythic Marshall (Str) - 6

    No 6 for Shardra

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


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

    Favored of Deskari:

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

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

    During This Scenario:

    Additional Rules: Defeating a henchman does not allow you to attempt to close a location.

    After building the location Rasping Rifts, for each character, draw the henchmen Cultist of Deskari and Brimorak (proxy for Rift Demon,) and a monster, barrier, armor, weapon, and spell from the box, and shuffle all of those cards into that location deck. After building the location Gate to the Worldwound, shuffle the henchmen Vagorg (proxy for God Caller Opon) and Wenduag (proxy for Wivver Noclan) into that location deck.

    After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.

    On your turn, you may bury a boon to explore your location. To win the scenario, the Gate of the Worldwound and the Rasping Rifts must collectively contain a number of cards less than or equal to the number of characters.

    https://pacg.fandom.com/wiki/Gate_of_the_Worldwound?so=search

    DISPLAY THE TROOP CHAMPIONS OF MENDEV.

    CHampions of Mendev:

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

    Compelling Offer:

    WotR Barrier 3
    Traits: Temptation
    To Defeat: None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them. When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

    Scenario Level (#): 6

    Turn: 2, Seoni/TheChu

    Random Cards:

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

    Spoiler:
    Greater Shadow
    WotR
    Monster 4
    Traits:
    Undead
    Incorporeal
    To Defeat:
    Combat 22
    The Greater Shadow is immune to the Mental and Poison traits.
    If the check to defeat has the Basic or Elite trait, the Greater Shadow is undefeated.
    When you are dealt damage by the Greater Shadow, you must first choose blessings to discard as your damage, if you have any.
    Negative energy and devoured souls increase its size_

    Spoiler:
    Immortal Ichor
    WotR
    Monster 6
    Traits:
    Ooze
    Mythic
    To Defeat:
    Combat 27
    The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
    While you act, a random other character at your location may not play cards or use powers during the encounter.
    This intelligent mass of blood coagulated from the corpse of an evil entity_

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

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

    Barriers
    Spoiler:
    Gift of Nocticula
    WotR
    Barrier 4
    Traits:
    Temptation
    Deity
    Demon
    To Defeat:
    None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
    While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.

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

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

    Spoiler:
    Temptation of Favor
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
    After you act, banish the barrier.

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

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

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

    Spoiler:
    Traitor's Blade
    WotR
    Weapon 5
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 13
    If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
    When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.

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

    Spoiler:
    Spellbreaker
    WotR
    Weapon 5
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Mythic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 16
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
    Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

    Spells
    Spoiler:
    Steal Mythic Power
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Mythic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    When a character encounters a bane that has the Mythic trait, discard this card; that character gets a mythic charge.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

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

    Spoiler:
    Divine Blaze
    WotR
    Spell 4
    Traits:
    Magic
    Divine
    Attack
    Fire
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

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

    Spoiler:
    Winds of Vengeance
    WotR
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    Display this card next to your deck. While displayed, you may move at the end of your turn, add 1d8 to your combat checks, and reduce Acid, Cold, Electricity, Fire and Ranged Combat damage dealt to you by 4.
    At the end of your turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 18 check to recharge or to continue displaying this card; otherwise, discard it.

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Orengofta
    WotR
    Ally 5
    Traits:
    Outsider
    Demon
    Mythic
    To Acquire:
    None 0
    To acquire this card, examine a number of cards from the blessings deck equal to the number of characters; discard all that do not have the Corrupted trait, then shuffle the blessings deck.
    Bury this card and expend a mythic charge to search your location deck for a villain and put it on top of that deck. If you do not find a villain, each character summons and encounters this adventure's servitor demon.

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

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

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

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

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

    Spoiler:
    Blessing of Sifkesh
    WotR
    Blessing 5
    Traits:
    Divine
    Sifkesh
    Corrupted
    To Acquire:
    Bury any card 0
    OR Divine 5
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Corrupted trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.

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

    Current Hour:

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

    Hours Remaining: 10

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Cogsnap/tcolmaster01
    Blessing of Abraxas
    WotR
    Blessing B
    Traits:
    Divine
    Abraxas
    Corrupted
    To Acquire:
    Arcane 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Hourglass Card 2 Kess/Gimry:
    Spoiler:
    Hourglass Card 2 Kess/Gimry
    Blessing of Nethys
    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 3 Shardra/AbrahamZ.
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Seoni/TheChu:
    Spoiler:
    Hourglass Card 4 Seoni/TheChu
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 5 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 5 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 6 Kess/Gimry:
    Spoiler:
    Hourglass Card 6 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 7 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 7 Shardra/AbrahamZ.
    Blessing of the Inheritor
    WotR
    Blessing 6
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 12
    OR Divine 9
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
    Hourglass Card 8 Seoni/TheChu:
    Spoiler:
    Hourglass Card 8 Seoni/TheChu
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 9 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 9 Cogsnap/tcolmaster01
    Blessing of Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Kess/Gimry:
    Spoiler:
    Hourglass Card 10 Kess/Gimry
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Location #1: Gate of the Worldwound
    Abyssal
    At This Location: Begin the scenario with this side up. When you encounter a bane that has the Demon trait, recharge a card and flip this card.
    When Closing: This side of this location is always open. Expend 1d4 mythic charges to flip this card.
    When Permanently Closed: This location is never permanently closed.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Shardra/AbrahamZ., None

    Gate of the Worldwound Card 1 (Charm Monster):
    Charm Monster
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
    If you do not have the Arcane or Divine skill, banish this card after playing it.
    Gate of the Worldwound Card 2:
    Ebon Thorn
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Reveal this card to add 2 and the Piercing trait to your Melee combat or Diplomacy check.
    Recharge this card to reduce Combat damage dealt to you by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.
    Gate of the Worldwound Card 3:
    Apocalypse Locust
    WotR
    Monster 6
    Traits:
    Outsider
    Vermin
    Mythic
    To Defeat:
    Combat 24
    OR Wisdom
    Divine 18
    The Apocalypse Locust is immune to the Electricity and Poison traits. All damage deal by the Apocalypse Locust is Poison damage. You may not ignore the Corrupted trait on cards during this encounter.
    Before you act, each other character at your location summons and encounters an Apocalypse Locust.
    A tortured human soul was fused into this form… so it could torture others_
    Gate of the Worldwound Card 4:
    Mace of Smiting
    WotR
    Weapon 6
    Traits:
    Mace
    Melee
    Bludgeoning
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the bane has the Construct or Outsider trait, add another 2d8. Ignore any effects on a monster that increase the difficulty of this check.
    Gate of the Worldwound Card 5:
    Mist Horror
    WotR
    Monster 3
    Traits:
    Outsider
    Elemental
    Incorporeal
    To Defeat:
    Combat 20
    The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
    If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
    After you act, shuffle this card into a random open location, then move to a random location.
    Gate of the Worldwound Card 6:
    Boar Demon
    WotR
    Monster 6
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
    Choose another character at your location; that character summons and encounters this adventure's servitor demon.
    Gate of the Worldwound Card 7:
    God Caller Opon
    None
    Henchman 6
    Type: Monster
    Traits:
    Ghost
    Summoner
    To Defeat:
    Arcane
    Divine
    Knowledge 25
    OR Combat 40
    Before you act, you may attempt a Diplomacy 25 check; if you succeed, add 2d20 to your check to defeat.
    After you act, you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, draw a monster and the henchman Rift Demon from the box, then shuffle thos cards into the Rasping Rifts location deck.
    Gate of the Worldwound Card 8:
    Sin Seeker
    WotR
    Barrier 1
    Traits:
    Curse
    Veteran
    To Defeat:
    None 0
    The Sin Seeker may not be evaded.
    Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

    Location #2: The Rasping Rifts
    Abyssal
    At This Location: Henchman gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.
    When Closing: This location may not be closed until it is empty, then it closes automatically.
    When Permanently Closed: No effect.
    M: 4 Ba: 3 W: 4 Sp: 4 Ar: 4 I: 0 Al: 0 Bl: 0 ?: 8
    Located/Displayed Here: Kess/Gimry, Seoni/TheChu, Cogsnap/tcolmaster01, None
    The Rasping Rifts Card 1 (Shocking Lance +1):
    Shocking Lance +1
    WotR
    Weapon 3
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.
    The Rasping Rifts Card 2:
    Cultist of Deskari
    WotR
    Henchman 1
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number.
    If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    The Rasping Rifts Card 3:
    Telekinesis Trap
    WotR
    Barrier 2
    Traits:
    Trap
    Arcane
    Magic
    To Defeat:
    ArcaneDivine 14
    OR Disable 11
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
    While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
    The Rasping Rifts Card 4:
    Cultist of Deskari
    WotR
    Henchman 1
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number.
    If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    The Rasping Rifts Card 5:
    Expeditious Chain Mail
    WotR
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Acrobatics 9
    Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    The Rasping Rifts Card 6:
    Form of the Dragon
    WotR
    Spell 6
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 15
    Display this card and choose Acid, Cold, Electricity, Fire, or Poison. While displayed, reduce damage of the chosen type dealt to you to 0, and for your combat check, you may discard a card and use your Constitution or Charisma skill + 4d6+4 and the chosen trait.
    At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.
    The Rasping Rifts Card 7:
    Steal Soul
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 10
    When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
    The Rasping Rifts Card 8:
    Glimmer of Hope
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.
    The Rasping Rifts Card 9:
    Stalker's Crossbow
    WotR
    Weapon 4
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 11
    If this card has the Corrupted trait, discard the top card of your deck or you may not play this card.
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+4. If you fail this check, you may discard this card to reroll the dice, adding another 1d8; take the new result.
    If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location.
    The Rasping Rifts Card 10:
    Miracle
    WotR
    Spell 6
    Traits:
    Magic
    Divine
    Mythic
    To Acquire:
    Wisdom
    Divine 18
    Bury this card and expend a mythic charge to summon and play a spell from the box.
    After playing this card, if you do not have the Divine skill, banish it.
    The Rasping Rifts Card 11:
    Mercenary
    WotR
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 10
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.
    Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
    The Rasping Rifts Card 12:
    Rift Demon
    None
    Henchman 6
    Type: Monster
    Traits:
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat 30
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure’s servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card
    The Rasping Rifts Card 13:
    Cultist of Deskari
    WotR
    Henchman 1
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number.
    If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    The Rasping Rifts Card 14:
    Cultist of Deskari
    WotR
    Henchman 1
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number.
    If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    The Rasping Rifts Card 15:
    Fire Shield
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
    At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.
    The Rasping Rifts Card 16:
    Drake Rider
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    Fighter
    AND
    Dragon
    To Defeat:
    (Dragon)
    Combat 21
    THEN (Rider)
    Combat 23
    The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
    If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.
    The Rasping Rifts Card 17:
    Rift Demon
    None
    Henchman 6
    Type: Monster
    Traits:
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat 30
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure’s servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card
    The Rasping Rifts Card 18:
    Spellcaster's Shield
    WotR
    Armor 1
    Traits:
    Shield
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude
    Arcane
    Divine 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.
    The Rasping Rifts Card 19:
    Rift Demon
    None
    Henchman 6
    Type: Monster
    Traits:
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat 30
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure’s servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card
    The Rasping Rifts Card 20:
    Black Dragonhide Breastplate
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.
    The Rasping Rifts Card 21:
    Filth Demon
    WotR
    Monster 4
    Traits:
    Demon
    Curse
    To Defeat:
    Combat 22
    The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
    Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
    If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.
    The Rasping Rifts Card 22:
    Spiny Shield
    WotR
    Armor 2
    Traits:
    Shield
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.
    The Rasping Rifts Card 23:
    Demon Eater
    WotR
    Monster 3
    Traits:
    Outsider
    To Defeat:
    Combat 21
    Armors may not be played during this encounter.
    If undefeated, bury 1d4+1 random cards from your discard pile.
    Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_
    The Rasping Rifts Card 24:
    Planar Crossbow +2
    WotR
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.
    The Rasping Rifts Card 25:
    Spiked Pit Trap
    WotR
    Barrier B
    Traits:
    Trap
    Veteran
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
    The Rasping Rifts Card 26:
    Spirit Blade
    WotR
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
    When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
    The Rasping Rifts Card 27:
    Rift Demon
    None
    Henchman 6
    Type: Monster
    Traits:
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat 30
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure’s servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card


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

    ========================
    Seoni starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: The Rasping Rifts
    Location Power: Henchmen gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.
    Scenario Powers: Defeating a henchman does not allow you to attempt to close a location.
    After building the location Rasping Rifts, for each character, draw the henchmen Cultist of Deskari and Brimorak (proxy for Rift Demon,) and a monster, barrier, armor, weapon, and spell from the box, and shuffle all of those cards into that location deck. After building the location Gate to the Worldwound, shuffle the henchmen Vagorg (proxy for God Caller Opon) and Wenduag (proxy for Wivver Noclan) into that location deck.
    After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.
    On your turn, you may bury a boon to explore your location. To win the scenario, the Gate of the Worldwound and the Rasping Rifts must collectively contain a number of cards less than or equal to the number of characters.

    Seoni explores the The Rasping Rifts.

    Shocking Lance +1:
    WotR
    Weapon 3
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.

    Strength 13: 1d6 + 4 + 1d6 + 6 ⇒ (3) + 4 + (5) + 6 = 18

    Roll Details:

    Strength: 1d6
    Adding/Existing Elemental Mastery Trait: 4
    Good Omen: 1d6+6

    Burying Shocking Lance +1 to explore again (Scenario Power)

    Cultist of Deskari:
    WotR
    Henchman 1
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number.
    If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Using Seoni's Discard power (Chalice of Ozem) to draw (Vampiric Touch) from discard or recovery pile

    Combat 22 (10+6+6): 1d12 + 4 + 2 + 6 + 1d6 + 4 + 5 - 2 + 2d6 ⇒ (10) + 4 + 2 + 6 + (3) + 4 + 5 - 2 + (6, 6) = 44

    Roll Details:

    Arcane: 1d12+4+2
    Miscellaneous: Mythic Charges: 6
    Miscellaneous: Count Jeggare: 1d6
    Adding/Existing Elemental Mastery Trait: 4
    Mythic Medal of Command: Arcane: 5-2
    Vampiric Touch: 2d6

    Random heal from Vampiric Touch: Gem of Mental Acuity

    End of Turn Summary:
    - Acquired Card 1 of The Rasping Rifts (Shocking Lance +1)
    - Defeated Card 2 (Cultist of Deskari)
    - Discarded Chalice of Ozem
    - Randomly healed Gem of Mental Acuity
    - Recharged Vampiric Touch
    - Buried Shocking Lance +1

    Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Compelling Offer is displayed next to the scenario
    Shardra - Gate of the Worldwound 1-8 remain // 1=Charm Monster; 2=Ebon Thorn (Worldwound is now on non-Abyssal side)
    Seoni, Kess, Cognsap - The Rasping Rifts 3-27 remain


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

    Out of Turn Updates: None

    Turn - Hour: Blessing of Abraxas
    Hour Rules: None
    SOT: Display Slick Leather
    Give Card: None
    Move: XX -> YY
    Location Powers: Henchman gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.
    Explore: Telekinesis Trap
    Cannot fail Disable 11 (6+3+3+1d8)

    Discard Merchant Lord to Explore

    Cultist of Deskari:

    WotR Henchman 1
    Type: Monster
    Traits: Human Cleric Cultist Veteran
    To Defeat: Combat 10
    The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number. If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.

    Starbow, Mythic Charge
    Combat 22: 1d20 + 1d6 + 13 ⇒ (17) + (6) + 13 = 36
    Defeated
    Gain Mythic Charge back.

    Bury Clockwork Servant to Explore

    Expeditious Chain Mail

    Use Elixir of Focus to auto acquire.

    Discard the Chain Mail to explore (Scenario Power)

    Form of the Dragon Arcane 15: 1d10 + 10 ⇒ (9) + 10 = 19

    Cogsnap ends their turn.

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

    [u]Summary[/u]
    Acquired: Expeditious Chain Mail, Form of the Dragon
    Banished: Telekinesis Trap, Cultist of Deskari
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    "

    Cogsnap wrote:

    Hand: Form of the Dragon, Starbow, Talisman of True Faith, Dragon's Breath (Core), Fuse Grenade, Potion of Focus, Clockwork Servant (Core), Elixir of Healing,

    Displayed: Slick Leather,
    Deck: 11 Discard: 5 Buried: 0
    Hero Points: 4
    Mythic Charges:6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Flame Cannon, Acid Flask (Core), Crystalline Carnivore, The Carnival, Blackfingers, Blessing of Nethys (Core)
    Recharged: Bottled Lightning, Clockwork Servant (Core) 2, Elixir of Focus,
    Discard Pile: Acidic Bolas, Anesthetizing SLime, Blessing of Norgorber, Merchant Lord, Expeditious Chain Mail,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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
    Arcane: Cha +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.

    "

    Start of Kess turn

    Elixir of Healing: 1d4 + 1 ⇒ (2) + 1 = 3

    RNG: 1d5 + 1d5 ⇒ (5) + (3) = 8

    Cannot fail to recharge Elixir of Healing


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

    Favored of Deskari:

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

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

    During This Scenario:

    Additional Rules: Defeating a henchman does not allow you to attempt to close a location.

    After building the location Rasping Rifts, for each character, draw the henchmen Cultist of Deskari and Brimorak (proxy for Rift Demon,) and a monster, barrier, armor, weapon, and spell from the box, and shuffle all of those cards into that location deck. After building the location Gate to the Worldwound, shuffle the henchmen Vagorg (proxy for God Caller Opon) and Wenduag (proxy for Wivver Noclan) into that location deck.

    After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.

    On your turn, you may bury a boon to explore your location. To win the scenario, the Gate of the Worldwound and the Rasping Rifts must collectively contain a number of cards less than or equal to the number of characters.

    Deskari:

    Villain
    Type: Monster
    Traits: Deity Outsider Demon Vermin Aristocrat Mythic
    To Defeat: Combat 66 THEN Combat 66 THEN Combat 66
    Deskari may not be evaded and is immune to the Electricity, Mental, and Poison traits. Damage dealt by Deskari may not be reduced and is dealt to each character at the location. If undefeated, you die.
    "Mine are a billion buzzing wings_ I am the Usher of the Apocalypse, which begins now_" -- Deskari

    https://pacg.fandom.com/wiki/Gate_of_the_Worldwound?so=search

    DISPLAY THE TROOP CHAMPIONS OF MENDEV.

    CHampions of Mendev:

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

    Compelling Offer:

    WotR Barrier 3
    Traits: Temptation
    To Defeat: None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them. When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

    Scenario Level (#): 6

    Turn: 4, Kess/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Black Flame Vrolikai
    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.

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

    Spoiler:
    Umbral Dragon
    WotR
    Monster 4
    Traits:
    Dragon
    Mythic
    To Defeat:
    Combat 24
    THEN Combat 24
    The Umbral Dragon is immune to the Cold trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
    Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 11 check or bury her role card.
    If undefeated, banish the Umbral Dragon; a random character summons and encounters the Umbral Dragon.

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

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

    Barriers
    Spoiler:
    Gift of Nocticula
    WotR
    Barrier 4
    Traits:
    Temptation
    Deity
    Demon
    To Defeat:
    None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
    While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.

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

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

    Spoiler:
    Flensing Walls
    WotR
    Barrier 6
    Traits:
    Obstacle
    Magic
    To Defeat:
    Arcane
    Divine 20
    OR Disable 17
    Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
    If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.

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

    Weapons
    Spoiler:
    Demonbane Longsword +2
    WotR
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. Add another 1d8 if the bane has the Demon trait. If not proficient with weapons, the difficulty of this check is increased by 4.

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

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

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

    Spoiler:
    Traitor's Blade
    WotR
    Weapon 5
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 13
    If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
    When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.

    Spells
    Spoiler:
    Ice Strike
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

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

    Spoiler:
    Icy Prison
    WotR
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

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

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

    Armors
    Spoiler:
    Spiritwalk Armor
    WotR
    Armor 5
    Traits:
    Light Armor
    Magic
    Mythic
    To Acquire:
    Constitution
    Fortitude
    Stealth 11
    Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

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

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

    Spoiler:
    Belt of Charging
    WotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Melee 11
    If this is your first combat check of the turn, reveal this card to add 1d8 to your Strength or Melee check. After playing this card, if proficient with light armors, you may recharge this card and draw a card.

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

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

    Spoiler:
    Tome of Mental Prowess
    WotR
    Item 3
    Traits:
    Book
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    Remove this card from the game to gain an Intelligence, Wisdom, or Charisma skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.

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

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

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

    Spoiler:
    Orengofta
    WotR
    Ally 5
    Traits:
    Outsider
    Demon
    Mythic
    To Acquire:
    None 0
    To acquire this card, examine a number of cards from the blessings deck equal to the number of characters; discard all that do not have the Corrupted trait, then shuffle the blessings deck.
    Bury this card and expend a mythic charge to search your location deck for a villain and put it on top of that deck. If you do not find a villain, each character summons and encounters this adventure's servitor demon.

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

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

    Spoiler:
    Blessing of the Inheritor
    WotR
    Blessing 6
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 12
    OR Divine 9
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

    Spoiler:
    Blessing of Sifkesh
    WotR
    Blessing 5
    Traits:
    Divine
    Sifkesh
    Corrupted
    To Acquire:
    Bury any card 0
    OR Divine 5
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Corrupted trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.

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

    Spoiler:
    Blessing of Xoveron
    WotR
    Blessing 5
    Traits:
    Divine
    Xoveron
    Corrupted
    To Acquire:
    None 0
    When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
    Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Current Hour:

    Blessing of Nethys:
    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.

    Hours Remaining: 8

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Shardra/AbrahamZ.
    Blessing of Pulura
    WotR
    Blessing B
    Traits:
    Divine
    Pulura
    To Acquire:
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Seoni/TheChu:
    Spoiler:
    Hourglass Card 2 Seoni/TheChu
    Blessing of Baphomet
    WotR
    Blessing B
    Traits:
    Divine
    Baphomet
    Corrupted
    To Acquire:
    Melee 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Hourglass Card 3 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Cogsnap/tcolmaster01
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 4 Kess/Gimry:
    Spoiler:
    Hourglass Card 4 Kess/Gimry
    Blessing of Ascension
    WotR
    Blessing B
    Traits:
    Divine
    Mythic
    Basic
    To Acquire:
    Charisma 6
    OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Hourglass Card 5 Shardra/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Shardra/AbrahamZ.
    Blessing of the Inheritor
    WotR
    Blessing 6
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 12
    OR Divine 9
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
    Hourglass Card 6 Seoni/TheChu:
    Spoiler:
    Hourglass Card 6 Seoni/TheChu
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Hourglass Card 7 Cogsnap/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Cogsnap/tcolmaster01
    Blessing of Iomedae
    WotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Kess/Gimry:
    Spoiler:
    Hourglass Card 8 Kess/Gimry
    Blessing of Deskari
    WotR
    Blessing 1
    Traits:
    Divine
    Deskari
    Corrupted
    Veteran
    To Acquire:
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Location #1: Gate of the Worldwound
    Abyssal
    At This Location: Begin the scenario with this side up. When you encounter a bane that has the Demon trait, recharge a card and flip this card.
    When Closing: This side of this location is always open. Expend 1d4 mythic charges to flip this card.
    When Permanently Closed: This location is never permanently closed.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Shardra/AbrahamZ., None

    Gate of the Worldwound Card 1 (Charm Monster):
    Charm Monster
    WotR
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
    If you do not have the Arcane or Divine skill, banish this card after playing it.
    Gate of the Worldwound Card 2:
    Ebon Thorn
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Reveal this card to add 2 and the Piercing trait to your Melee combat or Diplomacy check.
    Recharge this card to reduce Combat damage dealt to you by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.
    Gate of the Worldwound Card 3:
    Apocalypse Locust
    WotR
    Monster 6
    Traits:
    Outsider
    Vermin
    Mythic
    To Defeat:
    Combat 24
    OR Wisdom
    Divine 18
    The Apocalypse Locust is immune to the Electricity and Poison traits. All damage deal by the Apocalypse Locust is Poison damage. You may not ignore the Corrupted trait on cards during this encounter.
    Before you act, each other character at your location summons and encounters an Apocalypse Locust.
    A tortured human soul was fused into this form… so it could torture others_
    Gate of the Worldwound Card 4:
    Mace of Smiting
    WotR
    Weapon 6
    Traits:
    Mace
    Melee
    Bludgeoning
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the bane has the Construct or Outsider trait, add another 2d8. Ignore any effects on a monster that increase the difficulty of this check.
    Gate of the Worldwound Card 5:
    Mist Horror
    WotR
    Monster 3
    Traits:
    Outsider
    Elemental
    Incorporeal
    To Defeat:
    Combat 20
    The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
    If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
    After you act, shuffle this card into a random open location, then move to a random location.
    Gate of the Worldwound Card 6:
    Boar Demon
    WotR
    Monster 6
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 28
    The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
    Choose another character at your location; that character summons and encounters this adventure's servitor demon.
    Gate of the Worldwound Card 7:
    God Caller Opon
    None
    Henchman 6
    Type: Monster
    Traits:
    Ghost
    Summoner
    To Defeat:
    Arcane
    Divine
    Knowledge 25
    OR Combat 40
    Before you act, you may attempt a Diplomacy 25 check; if you succeed, add 2d20 to your check to defeat.
    After you act, you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, draw a monster and the henchman Rift Demon from the box, then shuffle thos cards into the Rasping Rifts location deck.
    Gate of the Worldwound Card 8:
    Sin Seeker
    WotR
    Barrier 1
    Traits:
    Curse
    Veteran
    To Defeat:
    None 0
    The Sin Seeker may not be evaded.
    Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

    Location #2: The Rasping Rifts
    Abyssal
    At This Location: Henchman gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.
    When Closing: This location may not be closed until it is empty, then it closes automatically.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 3 Sp: 3 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 6
    Located/Displayed Here: Kess/Gimry, Seoni/TheChu, Cogsnap/tcolmaster01, None
    The Rasping Rifts Card 1:
    Steal Soul
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 10
    When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
    The Rasping Rifts Card 2:
    Glimmer of Hope
    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.
    The Rasping Rifts Card 3:
    Stalker's Crossbow
    WotR
    Weapon 4
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 11
    If this card has the Corrupted trait, discard the top card of your deck or you may not play this card.
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+4. If you fail this check, you may discard this card to reroll the dice, adding another 1d8; take the new result.
    If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location.
    The Rasping Rifts Card 4:
    Miracle
    WotR
    Spell 6
    Traits:
    Magic
    Divine
    Mythic
    To Acquire:
    Wisdom
    Divine 18
    Bury this card and expend a mythic charge to summon and play a spell from the box.
    After playing this card, if you do not have the Divine skill, banish it.
    The Rasping Rifts Card 5:
    Mercenary
    WotR
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 10
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.
    Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
    The Rasping Rifts Card 6:
    Rift Demon
    None
    Henchman 6
    Type: Monster
    Traits:
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat 30
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure’s servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card
    The Rasping Rifts Card 7:
    Cultist of Deskari
    WotR
    Henchman 1
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number.
    If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    The Rasping Rifts Card 8:
    Cultist of Deskari
    WotR
    Henchman 1
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number.
    If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    The Rasping Rifts Card 9:
    Fire Shield
    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
    At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.
    The Rasping Rifts Card 10:
    Drake Rider
    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    Fighter
    AND
    Dragon
    To Defeat:
    (Dragon)
    Combat 21
    THEN (Rider)
    Combat 23
    The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
    If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.
    The Rasping Rifts Card 11:
    Rift Demon
    None
    Henchman 6
    Type: Monster
    Traits:
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat 30
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure’s servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card
    The Rasping Rifts Card 12:
    Spellcaster's Shield
    WotR
    Armor 1
    Traits:
    Shield
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude
    Arcane
    Divine 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.
    The Rasping Rifts Card 13:
    Rift Demon
    None
    Henchman 6
    Type: Monster
    Traits:
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat 30
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure’s servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card
    The Rasping Rifts Card 14:
    Black Dragonhide Breastplate
    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.
    The Rasping Rifts Card 15:
    Filth Demon
    WotR
    Monster 4
    Traits:
    Demon
    Curse
    To Defeat:
    Combat 22
    The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
    Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
    If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.
    The Rasping Rifts Card 16:
    Spiny Shield
    WotR
    Armor 2
    Traits:
    Shield
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.
    The Rasping Rifts Card 17:
    Demon Eater
    WotR
    Monster 3
    Traits:
    Outsider
    To Defeat:
    Combat 21
    Armors may not be played during this encounter.
    If undefeated, bury 1d4+1 random cards from your discard pile.
    Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_
    The Rasping Rifts Card 18:
    Planar Crossbow +2
    WotR
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.
    The Rasping Rifts Card 19:
    Spiked Pit Trap
    WotR
    Barrier B
    Traits:
    Trap
    Veteran
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
    The Rasping Rifts Card 20:
    Spirit Blade
    WotR
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
    When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
    The Rasping Rifts Card 21:
    Rift Demon
    None
    Henchman 6
    Type: Monster
    Traits:
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat 30
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure’s servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card


    ========================
    Kess starts her turn.
    Hour: Blessing of Nethys
    Hour Power:No effect.
    Location: The Rasping Rifts
    Location Power:Henchmen gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.

    Steal Soul:

    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 10
    When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

    Wisdom(Strength Die) 10: 1d1 + 1d10 ⇒ (1) + (4) = 5

    Roll Details:

    Strength - 1d10
    Blessed - 1d10

    Use Green Faith to bless
    Recharge Topaz of Strength to use Strength for Wisdom

    Use Pit Gladiator to explore

    Glimmer of Hope:

    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

    Display Next to scenario, this will banish Compelling Offer

    "

    Kess wrote:

    Hand: Iron Knuckles, Cloud Puff, Phantom (Shadowcat), Gecks (Fire Gecko), Bulwinkle (Moose), Baby Triceratops,

    Displayed: Magic Chain Mail,
    Deck: 13 Discard: 2 Buried: 1
    Current Location: The Rasping Rifts
    Hero Points: 7
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6CD: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ursine Rageskin, Councilor's Ring, Amulet of Furious Fists, Pious Healer, Blessing of the Green Faith, Kaa (Reed Moccasin), Blessing of Gozreh, Demon Hunter, Crocodile Skin Madu, Smokey (Bear), Blessing of Gorum, Shaman
    Recharged: Topaz of Strength,
    Discard Pile: Blessing of the Green Faith (2), Pit Gladiator,
    Buried Pile: Bearskin Armor,

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

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

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    ☑ 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)
    ☑ Ranged (Dexterity + 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:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Glimmer of Hope:

    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.
    is displayed next to the scenario
    Shardra - Gate of the Worldwound 1-8 remain // 1=Charm Monster; 2=Ebon Thorn (Worldwound is now on non-Abyssal side)
    Seoni, Kess, Cognsap - The Rasping Rifts 3-21 remain"

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