[PFSACG]The Full Adventure

Game Master TColMaster

Base set:6
https://pacg.fandom.com/wiki/Skull_%26_Shackles_Base_Set
Set 1:1
https://pacg.fandom.com/wiki/The_Wormwood_Mutiny
Set 2:3
https://pacg.fandom.com/wiki/Raiders_of_the_Fever_Sea
Set 3:3
https://pacg.fandom.com/wiki/Tempest_Rising
Set 4:3
https://pacg.fandom.com/wiki/Island_of_Empty_Eyes
Set 5:1
https://pacg.fandom.com/wiki/The_Price_of_Infamy
Set 6:2
https://pacg.fandom.com/wiki/From_Hell%27s_Heart

S&S Ship Rules:

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

ENCOUTERING SHIPS
While you are commanding a ship, you may encounter other ships. If
you are not commanding a ship, banish any ship you would encounter.

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

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

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

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

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

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

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


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Verdant Wheel

Female Human Deck Handler

Continuing turn
Location #5: Wounded Lands
When Closing: Succeed at a Survival 8 check.
Survival 1d12+2+2, Sword of Iomedae[2] +2,
Survival 8: 1d12 + 2 + 2 + 2 ⇒ (6) + 2 + 2 + 2 = 12 Success.

When Permanently Closed: On closing, bury a boon. (Incitation)

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Frost Ray: Arcane 9: 1d12 + 2 + 1d4 + 2 ⇒ (1) + 2 + (1) + 2 = 6 -> Frost Ray discarded.

Mother Myrtle resets their hand.
Recharge
Discard
Draw Slick Leather, Prayer, Bound Imp

Summary
Location = #5: Wounded Lands (Closed)
Acquired =
Banished = 1: Baleful Shadows (from last turn), 2: Temptation of Invincibility, 3: Undead Company,
Displayed =
Examined =
Add =

From Box =

Give =

Used =

Other =

"

Mother Myrtle wrote:

Hand: Acid Burst, Force Missile, ac Fortune-Teller, Slick Leather, Prayer, Bound Imp,

Displayed: Sword of Iomedae[2],
Deck: 6 Discard: 8 Buried: 4
Hero Points: 0
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Bound Imp, Elixir of Healing, Elixir of Focus, Wand of Force Missile, ac Wolf, Acid Flask,
Discard Pile: ac Mace, ac Wolverine, Acadamae Student, Divine Insight, ac Fireblade, Merchant, Cat, Frost Ray,
Buried Pile: Councilor's Ring, ac Wand of Sacred Weapon, Sage's Journal, Incitation,

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

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical Arcane Divine Liquid
POWERS:
You may use your Wisdom skill ([X] +1d4) for your Arcane (□ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (□ or shuffle it into your deck); if you fail, discard it.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Start of Turn:
Move to Cemetary
Explore location.

Cemetery Card 1: Blight Druid:

SoRi
Villain 2
Type: Monster
Traits:
Druid
Undead
To Defeat:
Combat 20
OR Divine 15
The Blight Druid is immune to the Fire, Mental, and Poison traits. If the check to defeat has the Bludgeoning trait, add 1d8.
When you encounter this card, locations that have the Abyssal trait cannot be temporarily closed.
Before you act, each character at this location is dealt 1d4 Poison damage then buries a card from his discard pile.

Poison Damage from Monster: 1d4 ⇒ 3
Discard Amulet of Life 2 to reduce damage
Bury Blessing of Abraxas

Discard Druid of the Flame
Discard FlameBlade
Attempt to defeat Divine 15: 1d12 + 4 + 1d4 + 2d4 ⇒ (2) + 4 + (1) + (1, 4) = 12 Failed!
Reveal Helm of the Valkyrie to reduce damage by 1
Discard Flame Staff and Helm of the Valkyrie

End of turn:
Reset hand

Summary
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

Alahazra wrote:

Hand: Fire Snake, Frigid Blast, Blessing of the Spellbound 2, Blessing of Pharasma, Apprentice, Cure 2,

Displayed: Arueshalae's Gift,
Deck: 10 Discard: 5 Buried: 2
Current Location: Cemetary
Hero Points: 2
Product Reroll: Yes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Chronicler, Force Shortbow +1, Blessing of Ascension, Blessing of Pharasma 2, Vulture, Blessing of the Spellbound, Blessing of Abadar, Good Omen, Scale of Disguise, Cure
Recharged:
Discard Pile: Flame Staff, Amulet of Life 2, Druid of the Flame, Fireblade, Helm of the Valkyrie,
Buried Pile: Holy Light, Blessing of Abraxas,

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

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
☐ Light Armors
POWERS:
For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 plus that card’s adventure deck number and add the Attack, Divine, Fire, and Magic traits. This counts as playing a spell. (☐ If the discarded card is a spell, you may recharge it instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card.
During your exploration, when you succeed at a check that invokes the Fire (☐ or Attack) trait, you may move after you resolve the encounter.


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

Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.

Knights of Kenabres:

Troop
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 Valor: Strength
Righteous Medal of Agility: Dexterity
Righteous Medal of Vigor: Constitution
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
Righteous Medal of Command: Charisma

Blood Demon:

Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

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.

After you begin Adventure 3, when you would banish a bane that
has the Basic trait, remove it from the game; when you banish a
boon that has the Basic trait, you may remove it from the game.
After you begin Adventure 5, do the same for cards that have the
Elite trait.

During This Scenario:

Additional Rules: When an Undead Company is defeated, display it next to the
scenario. The difficulty of checks to defeat the Blight Druid
is increased by the number of displayed Undead Companies.
Defeated Companies: 2

Nurah Dendiwhar:

Cohort
Traits: Halfling Bard Mendevian
To Acquire: 0
Recharge this card to add 1d4+1 to any check by a character at your location, then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card. Recharge this card to explore your location. During this exploration, add 1d4+1 to your first check. Then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card.

Knights of Kenabres:

Troop
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 Valor: Strength
Righteous Medal of Agility: Dexterity
Righteous Medal of Vigor: Constitution
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit:Wisdom
Righteous Medal of Command:Charisma

Scenario Level (#): 2

Turn: 23, Arueshalae/tcolmaster01

Random Cards:

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

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

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

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

Spoiler:
Carrion Golem
WotR
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack and Mental traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Barriers
Spoiler:
Corrupted Crusaders
WotR
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

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

Spoiler:
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.

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:
Cold Iron Mace +1
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.

Spoiler:
Sickle
WotR
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic
To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

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

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

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

Spells
Spoiler:
Create Pit
WotR
Spell B
Traits:
Magic
Arcane
Trap
Basic
To Acquire:
Intelligence
Arcane 6
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding or burying it.

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

Spoiler:
Detect Demon
WotR
Spell B
Traits:
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 4
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 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:
Brilliance
WotR
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

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

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

Spoiler:
Scale Mail
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Spoiler:
Padded Armor
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

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

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

Spoiler:
Blood Periapt
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Constitution
Fortitude 4
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.

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

Spoiler:
Silver Raven Figurine
WotR
Item B
Traits:
Object
Magic
Elite
To Acquire:
Intelligence
Arcane
Craft 7
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.

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:
Athlete
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Dexterity
Acrobatics 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location.

Spoiler:
Frog
WotR
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 6
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

Spoiler:
Recruit
WotR
Ally B
Traits:
Human
Soldier
Basic
To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.

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

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

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

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

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

Spoiler:
Blessing of 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: 7

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 1 MotherMyrtle/Matsu_Kurisu
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 Alahazra/Grizzly:
Spoiler:
Hourglass Card 2 Alahazra/Grizzly
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 3 Arueshalae/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 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Alahazra/Grizzly:
Spoiler:
Hourglass Card 5 Alahazra/Grizzly
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 6 Arueshalae/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 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 7 MotherMyrtle/Matsu_Kurisu
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Location #1: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Arueshalae/tcolmaster01, Alahazra/Grizzly, None

Cemetery Card 1:
Codex
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Cemetery Card 2:
Blight Druid
SoRi
Villain 2
Type: Monster
Traits:
Druid
Undead
To Defeat:
Combat 20
OR Divine 15
The Blight Druid is immune to the Fire, Mental, and Poison traits. If the check to defeat has the Bludgeoning trait, add 1d8.
When you encounter this card, locations that have the Abyssal trait cannot be temporarily closed.
Before you act, each character at this location is dealt 1d4 Poison damage then buries a card from his discard pile.
Cemetery Card 3:
Cold Iron Mace +1
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.

Location #3: Manor House
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Family Tomb
Closed
At This Location: When a character dies, all other characerts at this location die.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

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

Location #5: Wounded Lands
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: MotherMyrtle/Matsu_Kurisu, None


Ranged Pack || Ultimate Equipment Hand Tracker|| STR d6 | DEX d8 Ranged +2 Disable +2 | CON d6 | INT d6 | WIS d4 | CHA d12 Knowledge +1 Diplomacy +3 |

Out of Turn Updates: None

Turn - Hour: Blessing of Baphomet
Hour Rules: None
SOT: None
Move: XX -> YY
Location Powers: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Explore: Codex
Knowledge 8: 1d12 + 1 ⇒ (8) + 1 = 9
Acquired

Discard Blessing of the Quartermaster to explore:

Blight Druid:

SoRi Villain 2
Type: Monster
Traits: Druid Undead
To Defeat: Combat 20 OR Divine 15
The Blight Druid is immune to the Fire, Mental, and Poison traits. If the check to defeat has the Bludgeoning trait, add 1d8. When you encounter this card, locations that have the Abyssal trait cannot be temporarily closed. Before you act, each character at this location is dealt 1d4 Poison damage then buries a card from his discard pile.

BYA Damage: 1d4 ⇒ 2 Bury Magic Chain Shirt to reduce to 0

Deathbane Light X Bow vs undead, Blessing of the Spellbound
Combat 22: 4d8 + 7 ⇒ (4, 5, 7, 8) + 7 = 31

We win!


Development:
After destroying legions of zombies and skeletons, your army is
intact. Many have suffered wounds, but morale remains high.
Your leader addresses you all. “We have sent this so-called Blight
Druid to his final rest,” the Herald says. “But Ghalcor has escaped.
Fortunately, we’ve broken the back of his undead horde and gained
the mighty weapon Soulshear. We are clear to march through the
Forest of Embers and cross the Sarkora River. Then our road is
but a downward slope to Raliscrad.” The Forest of Ebers does not
sound like a pleasant place, but with the Herald of Iomedae at your
side, little can frighten you in these dark lands.

Rewards:
Each character gains a medal on the troop Knights of Kenabres.
(Note the medal on your Chronicle sheet instead of checking it off on the troop card.)

Vulture (Ally B)
Wolf (Ally 2)
Scribe (Ally 2)
Fortune-Teller (Ally 1)
Wolverine (Ally 1)
Helm of the Valkyrie (Armor 1)
Gossamer Shrouds (Armor 2)
Blessing of Ascension (Blessing B)
Blessing of Nethys (Blessing 2)
Codex (Item B)
Wand of Sacred Weapon (Item 2)
Good Omen (Spell B)
Force Shortbow +1 (Weapon 1)
Mace (Weapon B)
Marksman's Bow (Weapon 2)


1-2C: INTO THE WOODS
The Forest of Soldiers was a lush and idyllic expanse in the
former nation of Sarkoris. You could hear the trees sing
songs of battle and triumph. If only we could hear those
songs today…”

These are the words of Nurah Dendiwhar, Queen Galfrey’s
trusted historian. The half ling bard has accompanied the
Herald of Iomedae’s host into the Worldwound on this most
critical of missions. She is here to inspire the troops and to
chronicle their victories.

“Now,” she says, “these lands are known as the Forest of
Embers. The trees are burned and twisted, and nary a bird can
be heard in their branches. Not one you’d want to see, anyway.”

You and Nurah have been dispatched on an essential task: you
must find a way through the Forest of Embers so the Herald’s
army can move on Raliscrad unmolested. Moving a company
this large through the forest undetected will be difficult, but if
you can find the way, many lives will be spared. Then you can
attack Raliscrad with an indomitable force.

Along the route, many patrols of demons lie in wait, tasked
with thwarting exactly what you hope to accomplish today. Avoid
as many as possible, for the clash of arms may bring more demons
to the fray.

“Listen!” Nurah gasps in alarm. “The songs of the woods are
returning! It is faint, but unmistakable!”

You hear nothing, but if an honorable a bard can hear it, it must
be there. Inspired, you walk deeper into the woods.


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

Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.

Knights of Kenabres:

Troop
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 Valor: Strength
Righteous Medal of Agility: Dexterity
Righteous Medal of Vigor: Constitution
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
Righteous Medal of Command: Charisma

Blood Demon:

Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

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.

After you begin Adventure 3, when you would banish a bane that
has the Basic trait, remove it from the game; when you banish a
boon that has the Basic trait, you may remove it from the game.
After you begin Adventure 5, do the same for cards that have the
Elite trait.

During This Scenario:

Additional Rules: When a character encounters a bane, any character may recharge a blessing to allow that character to evade the bane.

At the end of your turn, you may examine the top or bottom card of your location deck.

To win this scenario, close all locations

Nurah Dendiwhar:

Cohort
Traits: Halfling Bard Mendevian
To Acquire: 0
Recharge this card to add 1d4+1 to any check by a character at your location, then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card. Recharge this card to explore your location. During this exploration, add 1d4+1 to your first check. Then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card.

Knights of Kenabres:

Troop
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 Valor: Strength
Righteous Medal of Agility: Dexterity
Righteous Medal of Vigor: Constitution
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit:Wisdom
Righteous Medal of Command:Charisma

Scenario Level (#): 2

Turn: 0, Arueshalae/tcolmaster01

Random Cards:

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

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

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

Spoiler:
Carrion Golem
WotR
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack and Mental traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

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:
Baleful Shadows
WotR
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.

Spoiler:
Baleful Shadows
WotR
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.

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

Weapons
Spoiler:
Sickle
WotR
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic
To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

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

Spoiler:
Sickle
WotR
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic
To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

Spoiler:
Shortbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

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

Spells
Spoiler:
Viper Strike
WotR
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
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 6 check to recharge this card instead of discarding it.

Spoiler:
Create Pit
WotR
Spell B
Traits:
Magic
Arcane
Trap
Basic
To Acquire:
Intelligence
Arcane 6
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding or burying it.

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

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

Spoiler:
Burst Bonds
WotR
Spell B
Traits:
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 5
Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait. If the character is exploring, she may explore again.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

Armors
Spoiler:
Hide Armor
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

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

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

Spoiler:
Helm
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
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.

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

Spoiler:
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:
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:
Holy Water Grenade
WotR
Item B
Traits:
Liquid
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

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:
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:
Researcher
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
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.

Spoiler:
Warhorse
WotR
Ally 2
Traits:
Animal
Mount
Elite
To Acquire:
Wisdom
Survival 7
At the end of your turn, discard this card to move.
Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.

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

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

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

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

Spoiler:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: 30

[b]Hourglass

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

Location #1: Abyssal Rift
Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

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

Location #3: Wounded Lands
Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #4: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Location #5: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None


Starting Location:
Canyon

Alahazra wrote:

Hand: Druid of the Flame, Holy Light, Fireblade, Blessing of the Spellbound 2, Cure 2, Blessing of Pharasma,

Displayed: Arueshalae's Gift,
Deck: 11 Discard: 0 Buried: 0
Current Location: Canyon
Hero Points: 2
Product Reroll: Yes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Amulet of Life 2, Chronicler, Fire Snake, Blessing of Abadar, Apprentice, Blessing of the Spellbound, Flame Staff, Frigid Blast, Blessing of Pharasma 2, Amulet of Life, Cure
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
☐ Light Armors
POWERS:
For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 plus that card’s adventure deck number and add the Attack, Divine, Fire, and Magic traits. This counts as playing a spell. (☐ If the discarded card is a spell, you may recharge it instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card.
During your exploration, when you succeed at a check that invokes the Fire (☐ or Attack) trait, you may move after you resolve the encounter.


Ranged Pack || Ultimate Equipment Hand Tracker|| STR d6 | DEX d8 Ranged +2 Disable +2 | CON d6 | INT d6 | WIS d4 | CHA d12 Knowledge +1 Diplomacy +3 |

Starting: Abyssal Rift

"

Arueshalae wrote:

Hand: Deathbane Light Crossbow, Blessing of the Quartermaster 2, Compass (Core) 2, Quartermaster, Blessing of Wadjet, Shortbow (Core),

Displayed: Arueshalae's Gift,
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
Mythic Charges2
NOTES:
Available Support: Blessings are available for use.
Movement: Arueshalae's Gift = Grizzly
Other: Hi I'm Arueshale! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Winged Serpent, Compass (Core) 1, Firesticks, Blessing of the Quartermaster 3, Old Salt, Magic Chain Shirt (Core), Prayer (Core), Longbow (Core), Heavy Crossbow (Core), Blessing of the Quartermaster 1, Frost Longbow
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
Weapons
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged +2
Disable +2
Constitution d6 ☐ +1
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge +1
Diplomacy +1
Shield of Iomedae:
Add your number of mythic charges to your Dexterity, Constitution, or Intelligence check. Then you may expend 1 or more charges. If you do, you may draw a random card from your discard pile, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
If you expend 5 or more charges on a single check, each character gets a charge.

Favored Card: Blessings
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors | Weapons
POWERS:
Electricity, Fire, and Poison damage dealt to you is reduced by 3 (☐ 5).
You may evade your encounter (☐ then if it is your turn, you may move).
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 ([X] +1) to his checks that use a marked skill. At the start of your turn, you may add Arueshalae's Gift to your hand.

"

Verdant Wheel

Female Human Deck Handler

Mother Myrtle/Matsu Kurisu - 1-2C: INTO THE WOODS

Card Upgrade
Tangleburn Bag (AD2) in, Wand of Force Missile out

Starting Location
= #3: Wounded Lands

Scenario effect
= n/a

Opening Hand
"

Mother Myrtle wrote:

Hand: Acid Burst, Merchant, Force Missile, Sage's Journal, Acadamae Student, Divine Insight,

Displayed: Sword of Iomedae[2],
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Councilor's Ring, Frost Ray, Acid Flask, Elixir of Healing, Bound Imp, Incitation, Tangleburn Bag, Slick Leather, Elixir of Focus, Prayer, Cat
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical Arcane Divine Liquid
POWERS:
You may use your Wisdom skill ([X] +1d4) for your Arcane ([X] or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (□ or shuffle it into your deck); if you fail, discard it.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


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

Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.

Knights of Kenabres:

Troop
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 Valor: Strength
Righteous Medal of Agility: Dexterity
Righteous Medal of Vigor: Constitution
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
Righteous Medal of Command: Charisma

Blood Demon:

Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

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.

After you begin Adventure 3, when you would banish a bane that
has the Basic trait, remove it from the game; when you banish a
boon that has the Basic trait, you may remove it from the game.
After you begin Adventure 5, do the same for cards that have the
Elite trait.

During This Scenario:

Additional Rules: When a character encounters a bane, any character may recharge a blessing to allow that character to evade the bane.

At the end of your turn, you may examine the top or bottom card of your location deck.

To win this scenario, close all locations

Nurah Dendiwhar:

Cohort
Traits: Halfling Bard Mendevian
To Acquire: 0
Recharge this card to add 1d4+1 to any check by a character at your location, then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card. Recharge this card to explore your location. During this exploration, add 1d4+1 to your first check. Then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card.

Knights of Kenabres:

Troop
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 Valor: Strength
Righteous Medal of Agility: Dexterity
Righteous Medal of Vigor: Constitution
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit:Wisdom
Righteous Medal of Command:Charisma

Scenario Level (#): 2

Turn: 1, MotherMyrtle/Matsu_Kurisu

Random Cards:

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

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

Spoiler:
Giant Maggot Swarm
WotR
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each other character at your location summons and encounters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

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:
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_

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

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

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

Weapons
Spoiler:
Sickle
WotR
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic
To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

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:
Shortbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

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

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

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

Spoiler:
Cure
WotR
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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:
Fiery Glare
WotR
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Spoiler:
Detect Demon
WotR
Spell B
Traits:
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 4
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Weapon of Awe
WotR
Spell 1
Traits:
Magic
Divine
Elite
To Acquire:
Wisdom
Divine 6
Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Armors
Spoiler:
Stalking Armor
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

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

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

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

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

Items
Spoiler:
Codex
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Spoiler:
Sacred Prism
WotR
Loot B
Type: Item
Traits:
Object
Divine
Alchemical
To Acquire:
0
Recharge this card to add the Magic trait to any check by a character at your location.
Bury this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

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

Spoiler:
Silver Raven Figurine
WotR
Item B
Traits:
Object
Magic
Elite
To Acquire:
Intelligence
Arcane
Craft 7
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.

Spoiler:
Ring of Climbing
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Strength
Constitution 6
After you shuffle a location deck, reveal this card; examine the top card of that deck. You may not use this power more than once per check or step.

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:
Frog
WotR
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 6
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

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

Spoiler:
Athlete
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Dexterity
Acrobatics 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location.

Spoiler:
Recruit
WotR
Ally B
Traits:
Human
Soldier
Basic
To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.

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

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

Spoiler:
Blessing of 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.

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

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alahazra/Grizzly:
Spoiler:
Hourglass Card 1 Alahazra/Grizzly
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 2 Arueshalae/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 3 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 3 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Alahazra/Grizzly:
Spoiler:
Hourglass Card 4 Alahazra/Grizzly
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 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 5 Arueshalae/tcolmaster01
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 6 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Alahazra/Grizzly:
Spoiler:
Hourglass Card 7 Alahazra/Grizzly
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 8 Arueshalae/tcolmaster01
Blessing of Sarenrae
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 9 MotherMyrtle/Matsu_Kurisu
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 10 Alahazra/Grizzly:
Spoiler:
Hourglass Card 10 Alahazra/Grizzly
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 11 Arueshalae/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 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 12 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Alahazra/Grizzly:
Spoiler:
Hourglass Card 13 Alahazra/Grizzly
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 14 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 14 Arueshalae/tcolmaster01
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 15 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 15 MotherMyrtle/Matsu_Kurisu
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Alahazra/Grizzly:
Spoiler:
Hourglass Card 16 Alahazra/Grizzly
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 17 Arueshalae/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 18 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 18 MotherMyrtle/Matsu_Kurisu
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 19 Alahazra/Grizzly:
Spoiler:
Hourglass Card 19 Alahazra/Grizzly
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 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 20 Arueshalae/tcolmaster01
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Hourglass Card 21 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 21 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 22 Alahazra/Grizzly:
Spoiler:
Hourglass Card 22 Alahazra/Grizzly
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 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 23 Arueshalae/tcolmaster01
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 24 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 24 MotherMyrtle/Matsu_Kurisu
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 25 Alahazra/Grizzly:
Spoiler:
Hourglass Card 25 Alahazra/Grizzly
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 26 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 26 Arueshalae/tcolmaster01
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 27 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 27 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 28 Alahazra/Grizzly:
Spoiler:
Hourglass Card 28 Alahazra/Grizzly
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 29 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 29 Arueshalae/tcolmaster01
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Location #1: Abyssal Rift
Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Arueshalae/tcolmaster01, None

Abyssal Rift Card 1:
Agility
WotR
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Dexterity checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Abyssal Rift Card 2:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Abyssal Rift Card 3:
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.
Abyssal Rift Card 4:
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.
Abyssal Rift Card 5:
Constrictor Snake
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Abyssal Rift Card 6:
Explosive Runes
WotR
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Abyssal Rift Card 7:
Peryton
WotR
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
Abyssal Rift Card 8:
Wrecker Demon
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Abyssal Rift Card 9:
Paralyze
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Mental
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Abyssal Rift Card 10:
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Location #2: Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Cavern Card 1:
Giant Amoeba
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
Cavern Card 2:
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.
Cavern Card 3:
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.
Cavern Card 4:
Cold Iron Longsword
WotR
Weapon 1
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Cavern Card 5:
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cavern Card 6:
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.
Cavern Card 7:
Potion of Healing
WotR
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Cavern Card 8:
Wrecker Demon
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Cavern Card 9:
Armor of the Pious
WotR
Armor 2
Traits:
Heavy Armor
Magic
Healing
To Acquire:
Constitution
Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Cavern Card 10:
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.

Location #3: Wounded Lands
Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Matsu_Kurisu, None
Wounded Lands Card 1:
Quarterstaff of Vaulting
WotR
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite
To Acquire:
Strength
Melee 9
OR Acrobatics 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.
Wounded Lands Card 2:
Blood Periapt
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Constitution
Fortitude 4
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.
Wounded Lands Card 3:
Crazed Cultists
WotR
Barrier 1
Traits:
Skirmish
Cultist
Elite
To Defeat:
None 0
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.
Wounded Lands Card 4:
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.
Wounded Lands Card 5:
Gargoyle
WotR
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 14
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
This sinister crouching humanoid resembles a horned, winged demon statue_
Wounded Lands Card 6:
Caravan Guard
WotR
Ally B
Traits:
Human
Hireling
Elite
To Acquire:
Bury an armor
OR Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Wounded Lands Card 7:
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Wounded Lands Card 8:
Blood of Eustoyriax
WotR
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
Wounded Lands Card 9:
Wooden Shield
WotR
Armor B
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Wounded Lands Card 10:
Arboreal Blight
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Location #4: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Molten Pool Card 1:
Janeamine
WotR
Henchman 2
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 17
OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait.
If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand.
If defeated, you may immediately attempt to close the location this henchman came from.
Molten Pool Card 2:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Molten Pool 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.
Molten Pool Card 4:
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.
Molten Pool Card 5:
Mongrel Ranger
WotR
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_
Molten Pool Card 6:
Magic Scale Mail
WotR
Armor B
Traits:
Heavy Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge 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.
Molten Pool Card 7:
Ranseur of the Gargoyle
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Recharge this card to reduce Combat damage dealt to you by 3.
Molten Pool Card 8:
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_
Molten Pool Card 9:
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.
Molten Pool Card 10:
Trapsmith Gloves
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Dexterity
Disable 7
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.

Location #5: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Alahazra/Grizzly, None
Canyon Card 1:
Berbalang
WotR
Monster 2
Traits:
Undead
Incorporeal
To Defeat:
Combat 18
The Berbalang is immune to the Mental and Poison traits.
If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
If undefeated, discard the top card of your deck.
Canyon Card 2:
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Canyon Card 3:
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.
Canyon Card 4:
Zombie
WotR
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Canyon Card 5:
Javelin of Lightning
WotR
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.
Canyon Card 6:
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.
Canyon Card 7:
Belthis Loumis
WotR
Ally B
Traits:
Human
Hireling
To Acquire:
Craft 6
OR Charisma
Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.
Canyon Card 8:
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.
Canyon Card 9:
Bilious Bottle
WotR
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Canyon Card 10:
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.

Verdant Wheel

Female Human Deck Handler

Turn Order Arueshalae/tcolmaster01, Mother Myrtle/Matsu_Kurisu, Alahazra/Grizzly

Out of turn updates

Hour = 1 MotherMyrtle/Matsu_Kurisu Blessing of Ascension

Start of Turn
At: #3: Wounded Lands

Give: No

Move: No

At This Location: When you encounter a bane, you may not play allies on your checks.

Free explore = Wounded Lands Card 1: Quarterstaff of Vaulting, Weapon B: Strength 9

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

1d4 says nope. Bamished

Discard Merchant, explore +1d4 vs Acquire = Wounded Lands Card 2: Blood Periapt, Item B: Fortitude 4

Spoiler:
Traits:
Accessory
Magic
Basic
To Acquire:
Constitution
Fortitude 4
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.

Fortitude 1d8+1, Merchant +1d4
Fortitude 4: 1d8 + 1 + 1d4 ⇒ (6) + 1 + (3) = 10 Acquired

Discard Acadamae Student, explore +1d4 vs Arcane = Wounded Lands Card 3: Crazed Cultists, Barrier 1: Special

Spoiler:
Traits:
Skirmish
Cultist
Elite
To Defeat:
None 0
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

Arueshalae/tcolmaster01 & Alahazra/Grizzly summons and encouters the henchman Cultist of Baphomet. To defeat this barrier, all of the summoned henchman must be defeated.

Cultist of Baphomet: Combat 12(10+2)

Spoiler:
Traits: Human, Cleric, Cultist, Veteran

The difficulty of all checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, search the blessings deck until you find a blessing and shuffle it into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.


BYA does not apply
Recovery Acid Burst 1d12+2+2+1d4+2d4, Acadamae Student +1d4
Combat 12: 1d12 + 2 + 2 + 1d4 + 2d4 + 1d4 ⇒ (7) + 2 + 2 + (1) + (3, 3) + (4) = 22 Banished

Assuming others are defeated - 3: Crazed Cultists is banished

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Acid Burst: Arcane 6: 1d12 + 2 + 1d4 + 2 ⇒ (8) + 2 + (3) + 2 = 15 -> Acid Burst recharged.

Mother Myrtle resets their hand.
Recharge
Discard
Draw Slick Leather, Bound Imp

Summary
Location = #3: Wounded Lands (4-10)
Acquired = 2: Blood Periapt
Banished = 1: Quarterstaff of Vaulting, Assuming others are defeated - 3: Crazed Cultists is banished
Displayed =
Examined =
Add =

From Box =

Give =

Used =

Other = Arueshalae/tcolmaster01 & Alahazra/Grizzly summons and encouters the henchman Cultist of Baphomet. To defeat this barrier, all of the summoned henchman must be defeated.

"

Mother Myrtle wrote:

Hand: Force Missile, Divine Insight, ac Blood Periapt, Sage's Journal, Slick Leather, Bound Imp,

Displayed: Sword of Iomedae[2],
Deck: 10 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Councilor's Ring, Incitation, Acid Flask, Tangleburn Bag, Frost Ray, Elixir of Healing, Cat, Prayer, Elixir of Focus
Recharged: Acid Burst,
Discard Pile: Merchant, Acadamae Student,
Buried Pile:

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

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical Arcane Divine Liquid
POWERS:
You may use your Wisdom skill ([X] +1d4) for your Arcane ([X] or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (□ or shuffle it into your deck); if you fail, discard it.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Ranged Pack || Ultimate Equipment Hand Tracker|| STR d6 | DEX d8 Ranged +2 Disable +2 | CON d6 | INT d6 | WIS d4 | CHA d12 Knowledge +1 Diplomacy +3 |

Deathbane Light X Bow
Combat 12: 2d8 + 7 ⇒ (7, 7) + 7 = 21


From Mother Myrtle turn:

Cultist of Baphomet:

WOTR-B, WOTR-C henchman (monster)
HumanClericCultistVeteran
Check to defeat
Combat
10
Powers
The difficulty of all checks to defeat t he Cultist of Baphomet is increased by the scenario's adventure deck number.

Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.

If undefeated, search the blessings deck until you find a blessing and shuffle it into your location deck.

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

Attempt to defeat Combat 12: 1d12 + 4 ⇒ (11) + 4 = 15 Defeated!


Start of Turn:
Explore location.

Canyon Card 1: Berbalang:

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

Discard Holy Light
Attempt to defeat Combat 18: 1d12 + 4 + 2d12 ⇒ (7) + 4 + (4, 4) = 19 Defeated!

Discard Druid of the Flame to explore again.

Canyon Card 2:
Demon Patrol:

SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Discard Blessing of the Spellbound
Attempt to defeat Knowledge 12: 2d8 + 3 + 4 ⇒ (1, 3) + 3 + 4 = 11 Failed!
Use Product reroll to reroll 1d8
Product Reroll: 1d8 ⇒ 8 Gives total of 18. Success!

Discard Fireblade to attempt to close location.

Bottom card of Blessings Deck:

Hourglass Card 29 Arueshalae/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.

Attempt to acquire Divine 5: 1d12 + 4 ⇒ (10) + 4 = 14 Success
Location Closed

End of Turn:
Banish Cure
Recharge Discarded cards: 1d4 + 1 ⇒ (1) + 1 = 2 2
Recharge Holy Light and Blessing of the Spellbound
Attempt to Recharge cure 8: 1d12 + 4 ⇒ (9) + 4 = 13 Recharged
Reset hand

Summary
Acquired: None
Banished: Berbalang, Demon Patrol
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Alahazra wrote:

Hand: Flame Staff, Blessing of Pharasma 2, Fire Snake, Frigid Blast, Apprentice, Blessing of Pharasma,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Current Location: Canyon
Hero Points: 2
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Amulet of Life 2, Amulet of Life, Cure, Blessing of Abadar, Chronicler, Blessing of the Spellbound
Recharged: Holy Light, Blessing of the Spellbound 2, Cure 2,
Discard Pile: Druid of the Flame, Fireblade,
Buried Pile:

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

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
☐ Light Armors
POWERS:
For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 plus that card’s adventure deck number and add the Attack, Divine, Fire, and Magic traits. This counts as playing a spell. (☐ If the discarded card is a spell, you may recharge it instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card.
During your exploration, when you succeed at a check that invokes the Fire (☐ or Attack) trait, you may move after you resolve the encounter.


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

Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.

Knights of Kenabres:

Troop
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 Valor: Strength
Righteous Medal of Agility: Dexterity
Righteous Medal of Vigor: Constitution
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
Righteous Medal of Command: Charisma

Blood Demon:

Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

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.

After you begin Adventure 3, when you would banish a bane that
has the Basic trait, remove it from the game; when you banish a
boon that has the Basic trait, you may remove it from the game.
After you begin Adventure 5, do the same for cards that have the
Elite trait.

During This Scenario:

Additional Rules: When a character encounters a bane, any character may recharge a blessing to allow that character to evade the bane.

At the end of your turn, you may examine the top or bottom card of your location deck.

To win this scenario, close all locations

Nurah Dendiwhar:

Cohort
Traits: Halfling Bard Mendevian
To Acquire: 0
Recharge this card to add 1d4+1 to any check by a character at your location, then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card. Recharge this card to explore your location. During this exploration, add 1d4+1 to your first check. Then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card.

Knights of Kenabres:

Troop
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 Valor: Strength
Righteous Medal of Agility: Dexterity
Righteous Medal of Vigor: Constitution
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit:Wisdom
Righteous Medal of Command:Charisma

Scenario Level (#): 2

Turn: 3, Arueshalae/tcolmaster01

Random Cards:

Monsters
Spoiler:
Dire Rat
WotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.

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

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

Spoiler:
Cave Viper
WotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
All damage dealt by a Cave Viper is Poison damage.
Before you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.
Cave vipers track you by scent; they smell you before you see them_

Spoiler:
Giant Cockroach
WotR
Monster B
Traits:
Vermin
Basic
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe.

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

Spoiler:
Corrupted Crusaders
WotR
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Spoiler:
Baleful Shadows
WotR
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.

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

Spoiler:
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:
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:
Sickle
WotR
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic
To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

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

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

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

Spells
Spoiler:
Fireblade
WotR
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
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:
Sanctuary
WotR
Spell B
Traits:
Magic
Divine
Mental
Basic
To Acquire:
Wisdom
Divine 6
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
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:
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:
Enchanted Fang
WotR
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.
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 7 check to recharge this card instead of discarding it.

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

Armors
Spoiler:
Magic Shield
WotR
Armor B
Traits:
Shield
Offhand
Magic
Elite
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. 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:
Magic Padded Armor
WotR
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 4
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Magic Half-Plate
WotR
Armor B
Traits:
Heavy Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
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:
Ring of Climbing
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Strength
Constitution 6
After you shuffle a location deck, reveal this card; examine the top card of that deck. You may not use this power more than once per check or step.

Spoiler:
Codex
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Allies
Spoiler:
Teamster
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Constitution
Fortitude 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard thi card to explore your location.

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

Spoiler:
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:
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:
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.

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

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

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

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

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

Current Hour:

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

Hours Remaining: 26

Hourglass

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

Location #1: Abyssal Rift
Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Arueshalae/tcolmaster01, None

Abyssal Rift Card 1:
Wrecker Demon
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Abyssal Rift Card 2:
Constrictor Snake
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Abyssal Rift Card 3:
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_
Abyssal Rift Card 4:
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.
Abyssal Rift Card 5:
Agility
WotR
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Dexterity checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Abyssal Rift Card 6:
Explosive Runes
WotR
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Abyssal Rift Card 7:
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.
Abyssal Rift Card 8:
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.
Abyssal Rift Card 9:
Paralyze
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Mental
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Abyssal Rift Card 10:
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Location #2: Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Cavern Card 1:
Giant Amoeba
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
Cavern Card 2:
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.
Cavern Card 3:
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cavern Card 4:
Armor of the Pious
WotR
Armor 2
Traits:
Heavy Armor
Magic
Healing
To Acquire:
Constitution
Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Cavern Card 5:
Cold Iron Longsword
WotR
Weapon 1
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Cavern Card 6:
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.
Cavern Card 7:
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.
Cavern Card 8:
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.
Cavern Card 9:
Wrecker Demon
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Cavern Card 10:
Potion of Healing
WotR
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Location #3: Wounded Lands
Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Matsu_Kurisu, None
Wounded Lands Card 1:
Gargoyle
WotR
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 14
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
This sinister crouching humanoid resembles a horned, winged demon statue_
Wounded Lands Card 2:
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.
Wounded Lands Card 3:
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Wounded Lands Card 4:
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.
Wounded Lands Card 5:
Wooden Shield
WotR
Armor B
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Wounded Lands Card 6:
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.
Wounded Lands Card 7:
Caravan Guard
WotR
Ally B
Traits:
Human
Hireling
Elite
To Acquire:
Bury an armor
OR Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.

Location #4: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Molten Pool Card 1:
Trapsmith Gloves
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Dexterity
Disable 7
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.
Molten Pool 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_
Molten Pool Card 3:
Magic Scale Mail
WotR
Armor B
Traits:
Heavy Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge 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.
Molten Pool Card 4:
Mongrel Ranger
WotR
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_
Molten Pool Card 5:
Spiked Pit Trap
WotR
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Molten Pool Card 6:
Janeamine
WotR
Henchman 2
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 17
OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait.
If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand.
If defeated, you may immediately attempt to close the location this henchman came from.
Molten Pool Card 7:
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.
Molten Pool Card 8:
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.
Molten Pool 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.
Molten Pool Card 10:
Ranseur of the Gargoyle
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Recharge this card to reduce Combat damage dealt to you by 3.

Location #5: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alahazra/Grizzly, None


Ranged Pack || Ultimate Equipment Hand Tracker|| STR d6 | DEX d8 Ranged +2 Disable +2 | CON d6 | INT d6 | WIS d4 | CHA d12 Knowledge +1 Diplomacy +3 |

Out of Turn Updates: None

Turn - Hour: Blessing of Iomedae
Hour Rules: None
SOT: None
Move: XX -> YY
Location Powers: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
Explore: Wrecker Demon
Demonbane Light X Bow
Combat 14: 3d8 + 7 ⇒ (3, 2, 5) + 7 = 17
Defeated

Discard Compass to explore:

Constrictor Snake:

WotR Monster B
Traits: Animal Elite
To Defeat: Combat 11
If the check to defeat has the Cold trait, add 1d6. If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Demonbane Light X Bow
Combat 14: 2d8 + 7 ⇒ (7, 6) + 7 = 20
Defeated

Arushalae ends their turn.
Flip Abyssal Rift to Temp Closed Side.
Arushalae attempts to recover all cards in their Recovery pile.

Arushalae resets their hand.

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

"

Arueshalae wrote:

Hand: Deathbane Light Crossbow, Blessing of the Quartermaster 2, Blessing of the Quartermaster 1, Quartermaster, Blessing of Wadjet, Shortbow (Core),

Displayed: Arueshalae's Gift,
Deck: 10 Discard: 1 Buried: 0
Hero Points: 0
Mythic Charges2
NOTES:
Available Support: Blessings are available for use.
Movement: Arueshalae's Gift = Grizzly
Other: Hi I'm Arueshale! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Longbow (Core), The Winged Serpent, Firesticks, Blessing of the Quartermaster 3, Old Salt, Magic Chain Shirt (Core), Prayer (Core), Heavy Crossbow (Core), Frost Longbow, Compass (Core) 1
Recharged:
Discard Pile: Compass (Core) 2,
Buried Pile:

Skills and Powers:
Weapons
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged +2
Disable +2
Constitution d6 ☐ +1
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge +1
Diplomacy +1
Shield of Iomedae:
Add your number of mythic charges to your Dexterity, Constitution, or Intelligence check. Then you may expend 1 or more charges. If you do, you may draw a random card from your discard pile, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
If you expend 5 or more charges on a single check, each character gets a charge.

Favored Card: Blessings
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors | Weapons
POWERS:
Electricity, Fire, and Poison damage dealt to you is reduced by 3 (☐ 5).
You may evade your encounter (☐ then if it is your turn, you may move).
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 ([X] +1) to his checks that use a marked skill. At the start of your turn, you may add Arueshalae's Gift to your hand.

"


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

Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.

Knights of Kenabres:

Troop
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 Valor: Strength
Righteous Medal of Agility: Dexterity
Righteous Medal of Vigor: Constitution
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
Righteous Medal of Command: Charisma

Blood Demon:

Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

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.

After you begin Adventure 3, when you would banish a bane that
has the Basic trait, remove it from the game; when you banish a
boon that has the Basic trait, you may remove it from the game.
After you begin Adventure 5, do the same for cards that have the
Elite trait.

During This Scenario:

Additional Rules: When a character encounters a bane, any character may recharge a blessing to allow that character to evade the bane.

At the end of your turn, you may examine the top or bottom card of your location deck.

To win this scenario, close all locations

Nurah Dendiwhar:

Cohort
Traits: Halfling Bard Mendevian
To Acquire: 0
Recharge this card to add 1d4+1 to any check by a character at your location, then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card. Recharge this card to explore your location. During this exploration, add 1d4+1 to your first check. Then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card.

Knights of Kenabres:

Troop
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 Valor: Strength
Righteous Medal of Agility: Dexterity
Righteous Medal of Vigor: Constitution
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit:Wisdom
Righteous Medal of Command:Charisma

Scenario Level (#): 2

Turn: 4, MotherMyrtle/Matsu_Kurisu

Random Cards:

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

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

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

Spoiler:
Zombie
WotR
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

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

Barriers
Spoiler:
Corrupted Crusaders
WotR
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

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

Weapons
Spoiler:
Glaive +1
WotR
Weapon B
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.

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

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

Spoiler:
Mace
WotR
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

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

Spells
Spoiler:
Dazzle
WotR
Spell B
Traits:
Magic
Arcane
Attack
Mental
Basic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spoiler:
Create Pit
WotR
Spell B
Traits:
Magic
Arcane
Trap
Basic
To Acquire:
Intelligence
Arcane 6
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding or burying it.

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

Spoiler:
Cure
WotR
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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:
Sanctuary
WotR
Spell B
Traits:
Magic
Divine
Mental
Basic
To Acquire:
Wisdom
Divine 6
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
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:
Helm
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
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.

Spoiler:
Magic Shield
WotR
Armor B
Traits:
Shield
Offhand
Magic
Elite
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. 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:
Corroded Helm
WotR
Armor B
Traits:
Heavy Armor
Corrupted
Elite
To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Spoiler:
Scale Mail
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

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

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

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

Spoiler:
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:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.

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

Spoiler:
Researcher
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
Discard this card to explore your location.

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

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:
Frog
WotR
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 6
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

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

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

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

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

Spoiler:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: 25

Hourglass

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

Location #1: Abyssal Rift
Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Arueshalae/tcolmaster01, Location Flipped to Temp Closed Side.

Abyssal Rift Card 1:
Peryton
WotR
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
Abyssal Rift Card 2:
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.
Abyssal Rift Card 3:
Agility
WotR
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Dexterity checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Abyssal Rift Card 4:
Explosive Runes
WotR
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Abyssal Rift Card 5:
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.
Abyssal Rift Card 6:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Abyssal Rift Card 7:
Paralyze
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Mental
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Abyssal Rift Card 8:
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Location #2: Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Cavern Card 1:
Giant Amoeba
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
Cavern Card 2:
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.
Cavern Card 3:
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cavern Card 4:
Armor of the Pious
WotR
Armor 2
Traits:
Heavy Armor
Magic
Healing
To Acquire:
Constitution
Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Cavern Card 5:
Cold Iron Longsword
WotR
Weapon 1
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Cavern Card 6:
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.
Cavern Card 7:
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.
Cavern Card 8:
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.
Cavern Card 9:
Wrecker Demon
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Cavern Card 10:
Potion of Healing
WotR
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Location #3: Wounded Lands
Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Matsu_Kurisu, None
Wounded Lands Card 1:
Gargoyle
WotR
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 14
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
This sinister crouching humanoid resembles a horned, winged demon statue_
Wounded Lands Card 2:
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.
Wounded Lands Card 3:
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Wounded Lands Card 4:
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.
Wounded Lands Card 5:
Wooden Shield
WotR
Armor B
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Wounded Lands Card 6:
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.
Wounded Lands Card 7:
Caravan Guard
WotR
Ally B
Traits:
Human
Hireling
Elite
To Acquire:
Bury an armor
OR Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.

Location #4: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Molten Pool Card 1:
Trapsmith Gloves
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Dexterity
Disable 7
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.
Molten Pool 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_
Molten Pool Card 3:
Magic Scale Mail
WotR
Armor B
Traits:
Heavy Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge 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.
Molten Pool Card 4:
Mongrel Ranger
WotR
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_
Molten Pool Card 5:
Spiked Pit Trap
WotR
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Molten Pool Card 6:
Janeamine
WotR
Henchman 2
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 17
OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait.
If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand.
If defeated, you may immediately attempt to close the location this henchman came from.
Molten Pool Card 7:
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.
Molten Pool Card 8:
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.
Molten Pool 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.
Molten Pool Card 10:
Ranseur of the Gargoyle
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Recharge this card to reduce Combat damage dealt to you by 3.

Location #5: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alahazra/Grizzly, None

Verdant Wheel

Female Human Deck Handler

Turn Order Arueshalae/tcolmaster01, Mother Myrtle/Matsu_Kurisu, Alahazra/Grizzly

Out of turn updates
Discard Slick Leather

Hour = 4 MotherMyrtle/Matsu_Kurisu Blessing of Ascension

Start of Turn
At: #3: Wounded Lands

Give: No

Move: No

At This Location: When you encounter a bane, you may not play allies on your checks.

Recovery Bound Imp, draw 2(Elixir of Focus, Tangleburn Bag)

Free explore = Wounded Lands Card 1: Gargoyle, Monster 2: Combat 14

Spoiler:
Traits:
Gargoyle
To Defeat:
Combat 14
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.

Recovery Force Missile 1d12+2+1d4+2d4, Sword of Iomedae[2] +2
Combat 14: 1d12 + 2 + 1d4 + 2d4 + 2 ⇒ (2) + 2 + (2) + (1, 3) + 2 = 12 Use Paizo reroll
Combat 14: 1d12 + 2 + 2 + 1 + 3 + 2 ⇒ (9) + 2 + 2 + 1 + 3 + 2 = 19 Banished

Mother Myrtle ends their turn.
Scenario: you may examine the top or bottom card of your location deck. (Wounded Lands Card 2: Arboreal Blight, Barrier B )

Mother Myrtle attempts to recover all cards in their Recovery pile.
Bound Imp: Arcane 8: 1d12 + 2 + 1d4 + 2 ⇒ (2) + 2 + (2) + 2 = 8 -> Bound Imp recharged.
Force Missile: Arcane 6: 1d12 + 2 + 1d4 + 2 ⇒ (12) + 2 + (3) + 2 = 19 -> Force Missile recharged.

Mother Myrtle resets their hand.
Recharge
Discard
Draw Cat

Summary
Location = #3: Wounded Lands (2-7)
Acquired =
Banished = 1: Gargoyle
Displayed =
Examined = 2: Arboreal Blight
Add =

From Box =

Give =

Used = Use Paizo reroll

Other =

"

Mother Myrtle wrote:

Hand: Divine Insight, ac Blood Periapt, Sage's Journal, Elixir of Focus, Tangleburn Bag, Cat,

Displayed: Sword of Iomedae[2], Slick Leather,
Deck: 9 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Councilor's Ring, Elixir of Healing, Prayer, Frost Ray, Acid Flask, Incitation
Recharged: Acid Burst, Bound Imp, Force Missile,
Discard Pile: Merchant, Acadamae Student,
Buried Pile:

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

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical Arcane Divine Liquid
POWERS:
You may use your Wisdom skill ([X] +1d4) for your Arcane ([X] or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (□ or shuffle it into your deck); if you fail, discard it.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Start of Turn:
Move to Molten Pool.

Molten Pool Card 1: Trapsmith Gloves:

WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Dexterity
Disable 7
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.

Discard Blessing of Pharasma
Attempt to acquire Dexterity 7: 2d6 ⇒ (1, 2) = 3 Failed!

Discard Apprentice to explore again.

Molten Pool 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_

Reveal Flamestaff
Attempt to defeat Combat 10: 1d12 + 4 + 1d4 ⇒ (7) + 4 + (2) = 13 Success!

End of Turn:
Reset hand

Summary
Acquired: None
Banished: Worm Demon
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Alahazra wrote:

Hand: Flame Staff, Blessing of Pharasma 2, Fire Snake, Frigid Blast, Cure, Amulet of Life,

Displayed:
Deck: 7 Discard: 4 Buried: 0
Current Location: Molten Pool
Hero Points: 2
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Amulet of Life 2, Blessing of the Spellbound 2, Blessing of Abadar, Cure 2, Chronicler, Holy Light, Blessing of the Spellbound
Recharged:
Discard Pile: Blessing of Pharasma, Druid of the Flame, Apprentice, Fireblade,
Buried Pile:

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

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
☐ Light Armors
POWERS:
For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 plus that card’s adventure deck number and add the Attack, Divine, Fire, and Magic traits. This counts as playing a spell. (☐ If the discarded card is a spell, you may recharge it instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card.
During your exploration, when you succeed at a check that invokes the Fire (☐ or Attack) trait, you may move after you resolve the encounter.


Ranged Pack || Ultimate Equipment Hand Tracker|| STR d6 | DEX d8 Ranged +2 Disable +2 | CON d6 | INT d6 | WIS d4 | CHA d12 Knowledge +1 Diplomacy +3 |

Out of Turn Updates: None

Turn - Hour:Blessing of Abadar
Hour Rules: None
SOT: None
Move: Molten Pool
Location Powers: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
Explore: Magic Scale Mail
Con 5: 1d6 ⇒ 1
Fail, banish.

Discard Blessing of the Quartermaster 1 to explore:

Mongrel Ranger:

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

BYA Damage: 1d4 - 1 ⇒ (4) - 1 = 3 Combat Damage becomes Fire Damage (Location Power)
Arueshalae reduces fire damage by 3.

RNG Monster 1 is Combat 9.
Deathbane Light Crossbow
Combat 9 is an auto with 2d8+7
Defeated
Discard Blessing of the Quartermaster 2 to explore:

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.

Dex 10: 1d8 + 4 ⇒ (8) + 4 = 12
Defeated
Free Explore due to Barrier:
Janeamine:

WotR Henchman 2
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 17 OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait. If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand. If defeated, you may immediately attempt to close the location this henchman came from.

Arushalae power: Evade encounter.

Arushalae ends their turn.

Arushalae attempts to recover all cards in their Recovery pile.

Arushalae resets their hand.

[u]Summary[/u]
Acquired: None
Banished: Mongrel Ranger, Spiked Pit Trap
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"

Arueshalae wrote:

Hand: Deathbane Light Crossbow, Prayer (Core), The Winged Serpent, Quartermaster, Blessing of Wadjet, Shortbow (Core),

Displayed: Arueshalae's Gift,
Deck: 8 Discard: 3 Buried: 0
Hero Points: 0
Mythic Charges2
NOTES:
Available Support: Blessings are available for use.
Movement: Arueshalae's Gift = Grizzly
Other: Hi I'm Arueshale! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Quartermaster 3, Heavy Crossbow (Core), Longbow (Core), Frost Longbow, Old Salt, Magic Chain Shirt (Core), Compass (Core) 1, Firesticks
Recharged:
Discard Pile: Compass (Core) 2, Blessing of the Quartermaster 1, Blessing of the Quartermaster 2,
Buried Pile:

Skills and Powers:
Weapons
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged +2
Disable +2
Constitution d6 ☐ +1
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge +1
Diplomacy +1
Shield of Iomedae:
Add your number of mythic charges to your Dexterity, Constitution, or Intelligence check. Then you may expend 1 or more charges. If you do, you may draw a random card from your discard pile, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
If you expend 5 or more charges on a single check, each character gets a charge.

Favored Card: Blessings
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors | Weapons
POWERS:
Electricity, Fire, and Poison damage dealt to you is reduced by 3 (☐ 5).
You may evade your encounter (☐ then if it is your turn, you may move).
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 ([X] +1) to his checks that use a marked skill. At the start of your turn, you may add Arueshalae's Gift to your hand.

"


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

Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.

Knights of Kenabres:

Troop
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 Valor: Strength
Righteous Medal of Agility: Dexterity
Righteous Medal of Vigor: Constitution
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
Righteous Medal of Command: Charisma

Blood Demon:

Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

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.

After you begin Adventure 3, when you would banish a bane that
has the Basic trait, remove it from the game; when you banish a
boon that has the Basic trait, you may remove it from the game.
After you begin Adventure 5, do the same for cards that have the
Elite trait.

During This Scenario:

Additional Rules: When a character encounters a bane, any character may recharge a blessing to allow that character to evade the bane.

At the end of your turn, you may examine the top or bottom card of your location deck.

To win this scenario, close all locations

Nurah Dendiwhar:

Cohort
Traits: Halfling Bard Mendevian
To Acquire: 0
Recharge this card to add 1d4+1 to any check by a character at your location, then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card. Recharge this card to explore your location. During this exploration, add 1d4+1 to your first check. Then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card.

Knights of Kenabres:

Troop
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 Valor: Strength
Righteous Medal of Agility: Dexterity
Righteous Medal of Vigor: Constitution
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit:Wisdom
Righteous Medal of Command:Charisma

Scenario Level (#): 2

Turn: 7, MotherMyrtle/Matsu_Kurisu

Random Cards:

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

Spoiler:
Zombie
WotR
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

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

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

Spoiler:
Cave Lizard
WotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 11
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.
This immense lizard moves with a slow but relentless gait_

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

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

Spoiler:
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:
Crazed Cultists
WotR
Barrier 1
Traits:
Skirmish
Cultist
Elite
To Defeat:
None 0
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

Spoiler:
Corrupted Crusaders
WotR
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Weapons
Spoiler:
Shortbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Spoiler:
Mace
WotR
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

Spoiler:
Longspear
WotR
Weapon B
Traits:
Spear
Melee
Piercing
2-Handed
Basic
To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

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

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

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

Spoiler:
Dazzle
WotR
Spell B
Traits:
Magic
Arcane
Attack
Mental
Basic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spoiler:
Create Pit
WotR
Spell B
Traits:
Magic
Arcane
Trap
Basic
To Acquire:
Intelligence
Arcane 6
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding or burying it.

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

Spoiler:
Detect Demon
WotR
Spell B
Traits:
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 4
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Armors
Spoiler:
Hide Armor
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Spoiler:
Helm
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 3
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.

Spoiler:
Leather Armor
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

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

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

Items
Spoiler:
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:
Potion of Beast Skin
WotR
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.

Spoiler:
Blood Periapt
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Constitution
Fortitude 4
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.

Spoiler:
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.

Spoiler:
Holy Water Grenade
WotR
Item B
Traits:
Liquid
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

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

Spoiler:
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:
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:
Frog
WotR
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 6
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

Spoiler:
Vulture
WotR
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.

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

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

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

Current Hour:

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

Hours Remaining: 22

Hourglass

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

Location #1: Abyssal Rift
Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Location Flipped to Temp Closed Side.

Abyssal Rift Card 1:
Peryton
WotR
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
Abyssal Rift Card 2:
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.
Abyssal Rift Card 3:
Agility
WotR
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Dexterity checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Abyssal Rift Card 4:
Explosive Runes
WotR
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Abyssal Rift Card 5:
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.
Abyssal Rift Card 6:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Abyssal Rift Card 7:
Paralyze
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Mental
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Abyssal Rift Card 8:
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Location #2: Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Cavern Card 1:
Giant Amoeba
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
Cavern Card 2:
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.
Cavern Card 3:
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cavern Card 4:
Armor of the Pious
WotR
Armor 2
Traits:
Heavy Armor
Magic
Healing
To Acquire:
Constitution
Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Cavern Card 5:
Cold Iron Longsword
WotR
Weapon 1
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Cavern Card 6:
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.
Cavern Card 7:
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.
Cavern Card 8:
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.
Cavern Card 9:
Wrecker Demon
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Cavern Card 10:
Potion of Healing
WotR
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Location #3: Wounded Lands
Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Matsu_Kurisu, None
Wounded Lands Card 1 (Arboreal Blight):
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.
Wounded Lands Card 2:
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Wounded Lands Card 3:
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.
Wounded Lands Card 4:
Wooden Shield
WotR
Armor B
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Wounded Lands Card 5:
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.
Wounded Lands Card 6:
Caravan Guard
WotR
Ally B
Traits:
Human
Hireling
Elite
To Acquire:
Bury an armor
OR Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.

Location #4: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Arueshalae/tcolmaster01, Alahazra/Grizzly, None
Molten Pool Card 1:
Ranseur of the Gargoyle
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Recharge this card to reduce Combat damage dealt to you by 3.
Molten Pool Card 2:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Molten Pool Card 3:
Arboreal Blight
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Molten Pool 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.
Molten Pool Card 5:
Janeamine
WotR
Henchman 2
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 17
OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait.
If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Verdant Wheel

Female Human Deck Handler

Turn Order Arueshalae/tcolmaster01, Mother Myrtle/Matsu_Kurisu, Alahazra/Grizzly

Out of turn updates

Hour = 7 MotherMyrtle/Matsu_Kurisu Blessing of Ascension

Start of Turn
At: #3: Wounded Lands

Give: No

Move: No

At This Location: When you encounter a bane, you may not play allies on your checks.

Free explore = Wounded Lands Card 1: Arboreal Blight, Barrier B: Special

Spoiler:
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.

Each character summons and encounters the henchman Fiendish Tree

Fiendish Tree, Combat 17(13+2+2)

Spoiler:
Traits: Plant, Demon, Veteran
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.

Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you. Recovery ac Blood Periapt -3 to 0
Recovery Tangleburn Bag 1d12+2+2+2d8, Sword of Iomedae[2] +2, has Fire +1d8, reveal Sage's Journal +1d4
Combat 17: 1d12 + 2 + 2 + 2d8 + 2 + 1d8 + 1d4 ⇒ (4) + 2 + 2 + (7, 8) + 2 + (7) + (4) = 36 Banished. 1: Arboreal Blight is defeated
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you. Recharge Slick Leather -2 to 0

Summon Ulkreth?: 1d20 ⇒ 13 Can not be summoned

Mother Myrtle ends their turn.
Scenario: you may examine the top or bottom card of your location deck. (Wounded Lands Card 2: Demon Patrol, Henchman 2)

Mother Myrtle attempts to recover all cards in their Recovery pile.
ac Blood Periapt: Fortitude 6: 1d8 + 1 ⇒ (3) + 1 = 4 -> ac Blood Periapt discarded.
Tangleburn Bag: Craft 12: 1d12 + 2 + 2 + 2 ⇒ (2) + 2 + 2 + 2 = 8 -> Tangleburn Bag discarded.

Mother Myrtle resets their hand.
Recharge
Discard
Draw Acid Flask, Frost Ray

Summary
Location = #3: Wounded Lands (2-6)
Acquired =
Banished = 1: Arboreal Blight
Displayed =
Examined = Wounded Lands Card 2: Demon Patrol, Henchman 2
Add =

From Box =

Give =

Used =

Other = Each character summons and encounters the henchman Fiendish Tree

"

Mother Myrtle wrote:

Hand: Divine Insight, Sage's Journal, Elixir of Focus, Cat, Acid Flask, Frost Ray,

Displayed: Sword of Iomedae[2],
Deck: 8 Discard: 4 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Incitation, Councilor's Ring, Elixir of Healing, Prayer
Recharged: Acid Burst, Bound Imp, Force Missile, Slick Leather,
Discard Pile: Merchant, Acadamae Student, ac Blood Periapt, Tangleburn Bag,
Buried Pile:

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

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical Arcane Divine Liquid
POWERS:
You may use your Wisdom skill ([X] +1d4) for your Arcane ([X] or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (□ or shuffle it into your deck); if you fail, discard it.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


BYA from Mother Myrtles Turn:

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.

Recharge Blessing of Pharasma 2 to evade encounter

Start of turn:
Explore location

Molten Pool Card 1: Ranseur of the Gargoyle:

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

Can't make check.

Banish Cure to heal: 1d4 + 1 ⇒ (4) + 1 = 5recharge all cards in Discard pile
Recover Cure 8: 1d12 + 4 + 1d4 ⇒ (10) + 4 + (3) = 17 Recharge Cure

End of Turn:
Reset Hand

Summary
Acquired: None
Banished: None
Examined: Ranseur of the Gargoyle
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Alahazra wrote:

Hand: Flame Staff, Blessing of the Spellbound, Fire Snake, Frigid Blast, Blessing of Abadar, Amulet of Life,

Displayed: Arueshalae's Gift,
Deck: 11 Discard: 0 Buried: 0
Current Location: Molten Pool
Hero Points: 2
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound 2, Holy Light, Chronicler, Amulet of Life 2, Cure 2
Recharged: Blessing of Pharasma 2, Blessing of Pharasma, Druid of the Flame, Apprentice, Fireblade, Cure,
Discard Pile:
Buried Pile:

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

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
☐ Light Armors
POWERS:
For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 plus that card’s adventure deck number and add the Attack, Divine, Fire, and Magic traits. This counts as playing a spell. (☐ If the discarded card is a spell, you may recharge it instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card.
During your exploration, when you succeed at a check that invokes the Fire (☐ or Attack) trait, you may move after you resolve the encounter.


Ranged Pack || Ultimate Equipment Hand Tracker|| STR d6 | DEX d8 Ranged +2 Disable +2 | CON d6 | INT d6 | WIS d4 | CHA d12 Knowledge +1 Diplomacy +3 |

Out of Turn Updates: None

Turn - Hour: Blessing of Sarenrae
Hour Rules: None
SOT: Fire damage reduced to 0 via power.
Move: XX -> YY
Location Powers: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
Explore: Blessing of Ascension
Auto acquire. Discard it to explore:

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.

Recharge Winged Serpent and Blessing of Wadjet to allow others to evade bane.

Fiendish Tree:

Henchman
Type: Monster
Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8. Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you. After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

Deathbane Light X-Bow, Prayer
Combat 17: 3d8 + 7 ⇒ (5, 4, 5) + 7 = 21
Defeated
Ulkreth?: 1d20 ⇒ 20 Never going to happen.

Discard Quartermaster to explore:

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.

Disable 11: 1d8 + 1d6 + 6 ⇒ (1) + (5) + 6 = 12

Arushalae ends their turn.

Arushalae attempts to recover all cards in their Recovery pile.

Arushalae resets their hand.

[u]Summary[/u]
Acquired: Blessing of Ascension
Banished: Arboreal Blight, Telekinesis Trap
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Arueshalae wrote:

Hand: Deathbane Light Crossbow, Old Salt, Frost Longbow, Heavy Crossbow (Core), Compass (Core) 1, Shortbow (Core),

Displayed: Arueshalae's Gift,
Deck: 6 Discard: 6 Buried: 0
Hero Points: 0
Mythic Charges2
NOTES:
Available Support: Blessings are available for use.
Movement: Arueshalae's Gift = Grizzly
Other: Hi I'm Arueshale! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Quartermaster 3, Longbow (Core), Firesticks, Magic Chain Shirt (Core)
Recharged: The Winged Serpent, Blessing of Wadjet,
Discard Pile: Compass (Core) 2, Blessing of the Quartermaster 1, Blessing of the Quartermaster 2, Blessing of Ascension, Prayer (Core), Quartermaster,
Buried Pile:

Skills and Powers:
Weapons
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged +2
Disable +2
Constitution d6 ☐ +1
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge +1
Diplomacy +1
Shield of Iomedae:
Add your number of mythic charges to your Dexterity, Constitution, or Intelligence check. Then you may expend 1 or more charges. If you do, you may draw a random card from your discard pile, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
If you expend 5 or more charges on a single check, each character gets a charge.

Favored Card: Blessings
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors | Weapons
POWERS:
Electricity, Fire, and Poison damage dealt to you is reduced by 3 (☐ 5).
You may evade your encounter (☐ then if it is your turn, you may move).
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 ([X] +1) to his checks that use a marked skill. At the start of your turn, you may add Arueshalae's Gift to your hand.

"


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

Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.

Knights of Kenabres:

Troop
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 Valor: Strength
Righteous Medal of Agility: Dexterity
Righteous Medal of Vigor: Constitution
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
Righteous Medal of Command: Charisma

Blood Demon:

Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

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.

After you begin Adventure 3, when you would banish a bane that
has the Basic trait, remove it from the game; when you banish a
boon that has the Basic trait, you may remove it from the game.
After you begin Adventure 5, do the same for cards that have the
Elite trait.

During This Scenario:

Additional Rules: When a character encounters a bane, any character may recharge a blessing to allow that character to evade the bane.

At the end of your turn, you may examine the top or bottom card of your location deck.

To win this scenario, close all locations

Nurah Dendiwhar:

Cohort
Traits: Halfling Bard Mendevian
To Acquire: 0
Recharge this card to add 1d4+1 to any check by a character at your location, then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card. Recharge this card to explore your location. During this exploration, add 1d4+1 to your first check. Then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card.

Knights of Kenabres:

Troop
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 Valor: Strength
Righteous Medal of Agility: Dexterity
Righteous Medal of Vigor: Constitution
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit:Wisdom
Righteous Medal of Command:Charisma

Scenario Level (#): 2

Turn: 10, MotherMyrtle/Matsu_Kurisu

Random Cards:

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

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

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

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

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

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

Spoiler:
Corrupted Crusaders
WotR
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Spoiler:
Baleful Shadows
WotR
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.

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

Weapons
Spoiler:
Javelin
WotR
Weapon B
Traits:
Spear
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.

Spoiler:
Hand Crossbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

Spoiler:
Sickle
WotR
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic
To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

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

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

Spells
Spoiler:
Cure
WotR
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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:
Fiery Glare
WotR
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Spoiler:
Sanctuary
WotR
Spell B
Traits:
Magic
Divine
Mental
Basic
To Acquire:
Wisdom
Divine 6
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
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:
Detect Demon
WotR
Spell B
Traits:
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 4
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Frigid Blast
WotR
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane 4
OR Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Padded Armor
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

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:
Scale Mail
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Spoiler:
Wooden Shield
WotR
Armor B
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

Items
Spoiler:
Blood Periapt
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Constitution
Fortitude 4
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.

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

Spoiler:
Portable Altar
WotR
Item B
Traits:
Object
Divine
Elite
To Acquire:
Wisdom
Divine 7
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.

Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.

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

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

Spoiler:
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:
Researcher
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
Discard this card to explore your location.

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

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

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

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

Current Hour:

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

Hours Remaining: 19

Hourglass

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

Location #1: Abyssal Rift
Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Location Flipped to Temp Closed Side.

Abyssal Rift Card 1:
Peryton
WotR
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
Abyssal Rift Card 2:
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.
Abyssal Rift Card 3:
Agility
WotR
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Dexterity checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Abyssal Rift Card 4:
Explosive Runes
WotR
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Abyssal Rift Card 5:
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.
Abyssal Rift Card 6:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Abyssal Rift Card 7:
Paralyze
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Mental
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Abyssal Rift Card 8:
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Location #2: Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Cavern Card 1:
Giant Amoeba
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
Cavern Card 2:
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.
Cavern Card 3:
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cavern Card 4:
Armor of the Pious
WotR
Armor 2
Traits:
Heavy Armor
Magic
Healing
To Acquire:
Constitution
Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Cavern Card 5:
Cold Iron Longsword
WotR
Weapon 1
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Cavern Card 6:
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.
Cavern Card 7:
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.
Cavern Card 8:
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.
Cavern Card 9:
Wrecker Demon
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Cavern Card 10:
Potion of Healing
WotR
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Location #3: Wounded Lands
Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Matsu_Kurisu, None
Wounded Lands Card 1 (Demon Patrol):
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Wounded Lands Card 2:
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.
Wounded Lands Card 3:
Wooden Shield
WotR
Armor B
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Wounded Lands Card 4:
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.
Wounded Lands Card 5:
Caravan Guard
WotR
Ally B
Traits:
Human
Hireling
Elite
To Acquire:
Bury an armor
OR Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.

Location #4: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Arueshalae/tcolmaster01, Alahazra/Grizzly, None
Molten Pool Card 1:
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.
Molten Pool Card 2:
Janeamine
WotR
Henchman 2
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 17
OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait.
If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Verdant Wheel

Female Human Deck Handler

Turn Order Arueshalae/tcolmaster01, Mother Myrtle/Matsu_Kurisu, Alahazra/Grizzly

Out of turn updates

Hour = 10 MotherMyrtle/Matsu_Kurisu Blessing of Sarenrae

Start of Turn
At: #3: Wounded Lands

Give: No

Move: No

At This Location: When you encounter a bane, you may not play allies on your checks.

Free explore = Wounded Lands Card 1: Demon Patrol, Henchman 2: Knowledge 12

Spoiler:
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Knowledge 1d8+2, bury Sage's Journal +1d8+2
Knowledge 12: 1d8 + 2 + 1d8 + 2 ⇒ (7) + 2 + (2) + 2 = 13 Banished
defeated, examine the top 3 cards of any location deck;
Cavern Card 1: Giant Amoeba, Monster B
Cavern Card 2: Betrayal Demon, Monster 2
Cavern Card 3: Demon Patrol, Henchman 2
Ouch, those are all pretty nasty
you may discard a card to immediately attempt to close the location this henchman came from. (Cat)

Location #3: Wounded Lands
When Closing: Succeed at a Wisdom or Survival 8 check.
Survival 1d12+2+2, Sword of Iomedae[2] +2,
Survival 8: 1d12 + 2 + 2 + 2 ⇒ (7) + 2 + 2 + 2 = 13 CLOSED
When Permanently Closed: On closing, bury a boon. (Divine Insight)

Mother Myrtle ends their turn.
Scenario: you may examine the top or bottom card of your location deck. (n/a)

Mother Myrtle attempts to recover all cards in their Recovery pile.

Mother Myrtle resets their hand.
Recharge
Discard
Draw Prayer, Elixir of Healing, Incitation

Summary
Location = #3: Wounded Lands (CLOSED)
Acquired =
Banished = 1: Demon Patrol
Displayed =
Examined = Cavern Card 1: Giant Amoeba, Cavern Card 2: Betrayal Demon, Cavern Card 3: Demon Patrol, Henchman 2
Add =

From Box =

Give =

Used =

Other =

"

Mother Myrtle wrote:

Hand: Frost Ray, Elixir of Focus, Acid Flask, Prayer, Elixir of Healing, Incitation,

Displayed: Sword of Iomedae[2],
Deck: 5 Discard: 5 Buried: 2
Hero Points: 0
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Councilor's Ring
Recharged: Acid Burst, Bound Imp, Force Missile, Slick Leather,
Discard Pile: Merchant, Acadamae Student, ac Blood Periapt, Tangleburn Bag, Cat,
Buried Pile: Sage's Journal, Divine Insight,

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

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical Arcane Divine Liquid
POWERS:
You may use your Wisdom skill ([X] +1d4) for your Arcane ([X] or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (□ or shuffle it into your deck); if you fail, discard it.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Start of Turn:
Move to Cavern
Explore location

Cavern Card 1: Giant Amoeba:

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

Discard Blessing of Abadar
BYA Dexterity check 8: 2d6 ⇒ (1, 3) = 4 Failed!
Acid Damage: 1d4 - 1 ⇒ (2) - 1 = 1 1 damage
Discard Amulet of life

Reveal Flame Staff
Attempt to defeat Combat 10: 1d12 + 4 + 1d4 + 1d4 ⇒ (8) + 4 + (4) + (1) = 17

End of Turn:
Attempt to recover Amulet of Life 8: 1d12 + 4 + 1d4 ⇒ (5) + 4 + (3) = 12 Recharge Amulet
Reset Hand

Summary
Acquired: None
Banished: Giant Amoeba
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Alahazra wrote:

Hand: Flame Staff, Blessing of the Spellbound, Fire Snake, Frigid Blast, Druid of the Flame, Blessing of Pharasma,

Displayed: Arueshalae's Gift,
Deck: 10 Discard: 1 Buried: 0
Current Location: Cavern
Hero Points: 2
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound 2, Chronicler, Fireblade, Apprentice, Cure, Amulet of Life 2, Cure 2, Holy Light, Blessing of Pharasma 2
Recharged: Amulet of Life,
Discard Pile: Blessing of Abadar,
Buried Pile:

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

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
☐ Light Armors
POWERS:
For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 plus that card’s adventure deck number and add the Attack, Divine, Fire, and Magic traits. This counts as playing a spell. (☐ If the discarded card is a spell, you may recharge it instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card.
During your exploration, when you succeed at a check that invokes the Fire (☐ or Attack) trait, you may move after you resolve the encounter.


Ranged Pack || Ultimate Equipment Hand Tracker|| STR d6 | DEX d8 Ranged +2 Disable +2 | CON d6 | INT d6 | WIS d4 | CHA d12 Knowledge +1 Diplomacy +3 |

Out of Turn Updates: [/ooc]

Turn - Hour:[ooc] Blessing of Ascension
Hour Rules: None
SOT: Immune to 3 Fire Damage
Move: XX -> YY
Location Powers: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
Explore: Telekinesis Trap
Disable 11: 1d8 + 7 ⇒ (5) + 7 = 12
Defeated
Discard Compass to explore:

Janeamine:

WotR Henchman 2
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 17 OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait. If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand. If defeated, you may immediately attempt to close the location this henchman came from.

BYA Not Applicable.
Deathbane Light X Bow, Expend Mythic Charge
Combat 17: 1d20 + 1d8 + 8 ⇒ (9) + (3) + 8 = 20
RNG Draw(Shield of Iomedae): 1d7 ⇒ 5 Prayer back into hand.
Close Check: 3 fire damage (Immune to 3), no damage taken.
WPC: No effect.

Arushalae ends their turn.

Arushalae attempts to recover all cards in their Recovery pile.

Arushalae resets their hand.

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

"

Arueshalae wrote:

Hand: Deathbane Light Crossbow, Old Salt, Frost Longbow, Heavy Crossbow (Core), Prayer (Core), Shortbow (Core),

Displayed: Arueshalae's Gift,
Deck: 6 Discard: 6 Buried: 0
Hero Points: 0
Mythic Charges1
NOTES:
Available Support: Blessings are available for use.
Movement: Arueshalae's Gift = Grizzly
Other: Hi I'm Arueshale! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Magic Chain Shirt (Core), Longbow (Core), Firesticks, Blessing of the Quartermaster 3
Recharged: The Winged Serpent, Blessing of Wadjet,
Discard Pile: Compass (Core) 2, Blessing of the Quartermaster 1, Blessing of the Quartermaster 2, Blessing of Ascension, Quartermaster, Compass (Core) 1,
Buried Pile:

Skills and Powers:
Weapons
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged +2
Disable +2
Constitution d6 ☐ +1
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge +1
Diplomacy +1
Shield of Iomedae:
Add your number of mythic charges to your Dexterity, Constitution, or Intelligence check. Then you may expend 1 or more charges. If you do, you may draw a random card from your discard pile, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
If you expend 5 or more charges on a single check, each character gets a charge.

Favored Card: Blessings
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors | Weapons
POWERS:
Electricity, Fire, and Poison damage dealt to you is reduced by 3 (☐ 5).
You may evade your encounter (☐ then if it is your turn, you may move).
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 ([X] +1) to his checks that use a marked skill. At the start of your turn, you may add Arueshalae's Gift to your hand.

"


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

Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.

Knights of Kenabres:

Troop
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 Valor: Strength
Righteous Medal of Agility: Dexterity
Righteous Medal of Vigor: Constitution
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
Righteous Medal of Command: Charisma

Blood Demon:

Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

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.

After you begin Adventure 3, when you would banish a bane that
has the Basic trait, remove it from the game; when you banish a
boon that has the Basic trait, you may remove it from the game.
After you begin Adventure 5, do the same for cards that have the
Elite trait.

During This Scenario:

Additional Rules: When a character encounters a bane, any character may recharge a blessing to allow that character to evade the bane.

At the end of your turn, you may examine the top or bottom card of your location deck.

To win this scenario, close all locations

Nurah Dendiwhar:

Cohort
Traits: Halfling Bard Mendevian
To Acquire: 0
Recharge this card to add 1d4+1 to any check by a character at your location, then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card. Recharge this card to explore your location. During this exploration, add 1d4+1 to your first check. Then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card.

Knights of Kenabres:

Troop
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 Valor: Strength
Righteous Medal of Agility: Dexterity
Righteous Medal of Vigor: Constitution
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit:Wisdom
Righteous Medal of Command:Charisma

Scenario Level (#): 2

Turn: 13, MotherMyrtle/Matsu_Kurisu

Random Cards:

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

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

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

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

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

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

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

Weapons
Spoiler:
Sickle
WotR
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic
To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

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

Spoiler:
Cold Iron Mace +1
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.

Spoiler:
Javelin
WotR
Weapon B
Traits:
Spear
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.

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

Spells
Spoiler:
Cure
WotR
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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:
Sanctuary
WotR
Spell B
Traits:
Magic
Divine
Mental
Basic
To Acquire:
Wisdom
Divine 6
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
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:
Frigid Blast
WotR
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane 4
OR Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 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:
Life Drain
WotR
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Healing
Elite
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

Armors
Spoiler:
Stalking Armor
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

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

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

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

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

Items
Spoiler:
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:
Holy Water Grenade
WotR
Item B
Traits:
Liquid
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

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:
Trapsmith Gloves
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Dexterity
Disable 7
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.

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

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

Spoiler:
Druid of the Flame
WotR
Ally 1
Traits:
Human
Druid
Veteran
To Acquire:
Survival 7
OR Charisma
Diplomacy 9
Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.

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

Spoiler:
Warhorse
WotR
Ally 2
Traits:
Animal
Mount
Elite
To Acquire:
Wisdom
Survival 7
At the end of your turn, discard this card to move.
Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.

Spoiler:
Riding Horse
WotR
Ally B
Traits:
Animal
Mount
Basic
To Acquire:
Wisdom
Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

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

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

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

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

Spoiler:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: 16

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alahazra/Grizzly:
Spoiler:
Hourglass Card 1 Alahazra/Grizzly
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 2 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 2 Arueshalae/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 3 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 3 MotherMyrtle/Matsu_Kurisu
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 Alahazra/Grizzly:
Spoiler:
Hourglass Card 4 Alahazra/Grizzly
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 5 Arueshalae/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 6 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 MotherMyrtle/Matsu_Kurisu
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 Alahazra/Grizzly:
Spoiler:
Hourglass Card 7 Alahazra/Grizzly
Blessing of Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 8 Arueshalae/tcolmaster01
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 9 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 9 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Alahazra/Grizzly:
Spoiler:
Hourglass Card 10 Alahazra/Grizzly
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 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 11 Arueshalae/tcolmaster01
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 12 MotherMyrtle/Matsu_Kurisu
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 13 Alahazra/Grizzly:
Spoiler:
Hourglass Card 13 Alahazra/Grizzly
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 14 Arueshalae/tcolmaster01
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 15 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 15 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Alahazra/Grizzly:
Spoiler:
Hourglass Card 16 Alahazra/Grizzly
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.

Location #1: Abyssal Rift
Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Location Flipped to Temp Closed Side.

Abyssal Rift Card 1:
Peryton
WotR
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
Abyssal Rift Card 2:
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.
Abyssal Rift Card 3:
Agility
WotR
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Dexterity checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Abyssal Rift Card 4:
Explosive Runes
WotR
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Abyssal Rift Card 5:
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.
Abyssal Rift Card 6:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Abyssal Rift Card 7:
Paralyze
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Mental
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Abyssal Rift Card 8:
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Location #2: Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Alahazra/Grizzly, None
Cavern Card 1:
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.
Cavern Card 2:
Potion of Healing
WotR
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Cavern Card 3:
Cold Iron Longsword
WotR
Weapon 1
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Cavern 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.
Cavern Card 5:
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cavern Card 6:
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.
Cavern Card 7:
Wrecker Demon
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Cavern Card 8:
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.
Cavern Card 9:
Armor of the Pious
WotR
Armor 2
Traits:
Heavy Armor
Magic
Healing
To Acquire:
Constitution
Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Cavern Card 10:
Giant Amoeba
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_

Location #3: Wounded Lands
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: MotherMyrtle/Matsu_Kurisu, None

Location #4: Molten Pool
Closed
At This Location: At the start of your turn, you are dealt 1 Fire damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Arueshalae/tcolmaster01, None

Molten Pool Card 1:
Janeamine
WotR
Henchman 2
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 17
OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait.
If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Verdant Wheel

Female Human Deck Handler

Turn Order Arueshalae/tcolmaster01, Mother Myrtle/Matsu_Kurisu, Alahazra/Grizzly

Out of turn updates

Hour = 13 MotherMyrtle/Matsu_Kurisu Blessing of Ascension

Start of Turn
At: #3: Wounded Lands

Give: No

Move: #2: Cavern

At This Location: If you move or are moved from this location, move to a random other location.

Free explore = Cavern Card 1: Wolverine, Ally 1: Survival 8

Spoiler:
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.

Survival 1d12+2+2, Sword of Iomedae[2] +2,
Survival 8: 1d12 + 2 + 2 + 2 ⇒ (10) + 2 + 2 + 2 = 16 Acquired

Discard ac Wolverine, explore +1d6 Stealth = Cavern Card 2: Potion of Healing: Craft 5

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

Craft 1d12+2+2, Sword of Iomedae[2] +2,
Craft 5: 1d12 + 2 + 2 + 2 ⇒ (3) + 2 + 2 + 2 = 9 Acquired

Discard Prayer, examine(Card 3: Cold Iron Longsword, Weapon 1) and may explore = Yes
Take 0. Banished

Recovery Elixir of Healing, Heal: 1d4 + 1 ⇒ (1) + 1 = 2
Heal Card: 1d7 ⇒ 6 (ac Wolverine)
Heal Card: 1d6 ⇒ 3 (ac Blood Periapt)

Mother Myrtle ends their turn.
Scenario: you may examine the top or bottom card of your location deck. (Cavern Card 4: Telekinesis Trap, Barrier 2 )

Mother Myrtle attempts to recover all cards in their Recovery pile.
Elixir of Healing: Craft 6: 1d12 + 2 + 2 + 2 ⇒ (11) + 2 + 2 + 2 = 17 -> Elixir of Healing recharged.

Mother Myrtle resets their hand.
Recharge
Discard
Draw Councilor's Ring

Summary
Location = #2: Cavern (4-10)
Acquired = 1: Wolverine, 2: Potion of Healing
Banished = 3: Cold Iron Longsword
Displayed =
Examined = (Cavern Card 4: Telekinesis Trap, Barrier 2 )
Add =

From Box =

Give =

Used =

Other =

"

Mother Myrtle wrote:

Hand: Frost Ray, Elixir of Focus, Acid Flask, ac Potion of Healing, Incitation, Councilor's Ring,

Displayed: Sword of Iomedae[2],
Deck: 7 Discard: 5 Buried: 2
Hero Points: 0
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): ac Wolverine, ac Blood Periapt
Recharged: Acid Burst, Bound Imp, Force Missile, Slick Leather, Elixir of Healing,
Discard Pile: Merchant, Acadamae Student, Tangleburn Bag, Cat, Prayer,
Buried Pile: Sage's Journal, Divine Insight,

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

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical Arcane Divine Liquid
POWERS:
You may use your Wisdom skill ([X] +1d4) for your Arcane ([X] or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (□ or shuffle it into your deck); if you fail, discard it.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"

Verdant Wheel

Female Human Deck Handler

Out of turn updates
Discard The Vision for Lini/Bigguy

"

Harsk wrote:

Hand: Deathbane Light Crossbow, Crowbar, lt The Cyclone, Priest of Pharasma, Pig,

Displayed: Chain Shirt,
Deck: 10 Discard: 1 Buried: 0
Hero Points: 2
NOTES:
Available Support: Support: Any Blessings/Allies. If I have 2 or more weapon, +1d4 on any combat. Available
Movement: On Close:
Other: Hi I'm Harsk! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Returning Throwing Axe, Orison, Staff of Minor Healing , The Cyclone, Frost Longbow, Compass, Seeking Shortbow, Korvosan Guard
Recharged: Dragon Emissary, Gorum's Iron,
Discard Pile: The Vision,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Ranged: Dex +2
Constitution d10 ☐ +1 ☐ +2
- Fortitude: Con +2
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☐ +2 ☐ +3
- Perception: Wis +2
- Survival: Wis +3
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
ROLE:
None
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 (☐ 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([X] 1d8); against a Giant monster, add another 1d4.
At the end of your turn, you may examine the top card of your location. (☐ Then, you may shuffle your location.)

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Start of Turn:
Explore location.

Cavern Card 1: 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.

Discard Blessing of the Spellbound
Attempt to acquire Wisdom 8: 2d6 ⇒ (6, 2) = 8 Acquired!

Discard Wolverine to explore again.

Cavern Card 2: Potion of Healing:

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

Attempt to acquire Intelligence 5: 1d8 + 1 ⇒ (4) + 1 = 5 Acquired!

End of turn:
No further actions required

Summary
Acquired: Potion of Healing, Wolverine
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Alahazra wrote:

Hand: Flame Staff, Potion of Healing, Fire Snake, Frigid Blast, Druid of the Flame, Blessing of Pharasma,

Displayed: Arueshalae's Gift,
Deck: 10 Discard: 3 Buried: 0
Current Location: Cavern
Hero Points: 2
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cure 2, Blessing of Pharasma 2, Cure, Holy Light, Fireblade, Apprentice, Amulet of Life 2, Chronicler, Blessing of the Spellbound 2
Recharged: Amulet of Life,
Discard Pile: Blessing of Abadar, Blessing of the Spellbound, Wolverine,
Buried Pile:

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

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
☐ Light Armors
POWERS:
For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 plus that card’s adventure deck number and add the Attack, Divine, Fire, and Magic traits. This counts as playing a spell. (☐ If the discarded card is a spell, you may recharge it instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card.
During your exploration, when you succeed at a check that invokes the Fire (☐ or Attack) trait, you may move after you resolve the encounter.


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

Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.

Knights of Kenabres:

Troop
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 Valor: Strength
Righteous Medal of Agility: Dexterity
Righteous Medal of Vigor: Constitution
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
Righteous Medal of Command: Charisma

Blood Demon:

Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

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.

After you begin Adventure 3, when you would banish a bane that
has the Basic trait, remove it from the game; when you banish a
boon that has the Basic trait, you may remove it from the game.
After you begin Adventure 5, do the same for cards that have the
Elite trait.

During This Scenario:

Additional Rules: When a character encounters a bane, any character may recharge a blessing to allow that character to evade the bane.

At the end of your turn, you may examine the top or bottom card of your location deck.

To win this scenario, close all locations

Nurah Dendiwhar:

Cohort
Traits: Halfling Bard Mendevian
To Acquire: 0
Recharge this card to add 1d4+1 to any check by a character at your location, then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card. Recharge this card to explore your location. During this exploration, add 1d4+1 to your first check. Then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card.

Knights of Kenabres:

Troop
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 Valor: Strength
Righteous Medal of Agility: Dexterity
Righteous Medal of Vigor: Constitution
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit:Wisdom
Righteous Medal of Command:Charisma

Scenario Level (#): 2

Turn: 14, Alahazra/Grizzly

Random Cards:

Monsters
Spoiler:
Giant Maggot Swarm
WotR
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each other character at your location summons and encounters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

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

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

Spoiler:
Giant Maggot Swarm
WotR
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each other character at your location summons and encounters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

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

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

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

Spoiler:
Crazed Cultists
WotR
Barrier 1
Traits:
Skirmish
Cultist
Elite
To Defeat:
None 0
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

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

Spoiler:
Baleful Shadows
WotR
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.

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

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

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

Spoiler:
Cold Iron Mace +1
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.

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

Spells
Spoiler:
Brilliance
WotR
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Spoiler:
Cure
WotR
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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:
Life Drain
WotR
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Healing
Elite
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

Spoiler:
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:
Burst Bonds
WotR
Spell B
Traits:
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 5
Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait. If the character is exploring, she may explore again.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

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

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

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

Spoiler:
Leather Armor
WotR
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

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

Items
Spoiler:
Potion of Striding
WotR
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.

Spoiler:
Holy Water Grenade
WotR
Item B
Traits:
Liquid
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Spoiler:
Potion of Beast Skin
WotR
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.

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

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

Spoiler:
Frog
WotR
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 6
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

Spoiler:
Athlete
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Dexterity
Acrobatics 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location.

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

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 15

Hourglass

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

Location #1: Abyssal Rift
Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Location Flipped to Temp Closed Side.

Abyssal Rift Card 1:
Peryton
WotR
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
Abyssal Rift Card 2:
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.
Abyssal Rift Card 3:
Agility
WotR
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Dexterity checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Abyssal Rift Card 4:
Explosive Runes
WotR
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Abyssal Rift Card 5:
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.
Abyssal Rift Card 6:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Abyssal Rift Card 7:
Paralyze
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Mental
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Abyssal Rift Card 8:
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Location #2: Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Matsu_Kurisu, Alahazra/Grizzly, None
Cavern Card 1:
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.
Cavern Card 2:
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cavern Card 3:
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.
Cavern Card 4:
Wrecker Demon
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Cavern Card 5:
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.
Cavern Card 6:
Armor of the Pious
WotR
Armor 2
Traits:
Heavy Armor
Magic
Healing
To Acquire:
Constitution
Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Cavern Card 7:
Giant Amoeba
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_

Location #3: Wounded Lands
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Molten Pool
Closed
At This Location: At the start of your turn, you are dealt 1 Fire damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Arueshalae/tcolmaster01, None

Molten Pool Card 1:
Janeamine
WotR
Henchman 2
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 17
OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait.
If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Redo of Turn:
Explore location.

Cavern Card 1: 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.

Recharge Blessing of the Spellbound
Attempt to defeat Divine 14: 2d12 + 1d4 + 4 ⇒ (10, 1) + (2) + 4 = 17 Defeated!

Examine top card of location deck.

Cavern Card 2: Demon Patrol:

SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

End of Turn:
Reset hand

Summary
Acquired: None
Banished: Telekinesis Trap
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Alahazra wrote:

Hand: Flame Staff, Druid of the Flame, Fire Snake, Frigid Blast, Blessing of Pharasma, Apprentice,

Displayed: Arueshalae's Gift,
Deck: 10 Discard: 1 Buried: 0
Current Location: Cavern
Hero Points: 2
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fireblade, Amulet of Life 2, Holy Light, Cure 2, Cure, Amulet of Life, Blessing of Pharasma 2, Blessing of the Spellbound 2, Chronicler
Recharged: Blessing of the Spellbound,
Discard Pile: Blessing of Abadar,
Buried Pile:

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

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
☐ Light Armors
POWERS:
For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 plus that card’s adventure deck number and add the Attack, Divine, Fire, and Magic traits. This counts as playing a spell. (☐ If the discarded card is a spell, you may recharge it instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card.
During your exploration, when you succeed at a check that invokes the Fire (☐ or Attack) trait, you may move after you resolve the encounter.


Ranged Pack || Ultimate Equipment Hand Tracker|| STR d6 | DEX d8 Ranged +2 Disable +2 | CON d6 | INT d6 | WIS d4 | CHA d12 Knowledge +1 Diplomacy +3 |

Out of Turn Updates: None

Turn - Hour: Blessing of Ascension
Hour Rules: None
SOT: None
Potion Of Healing: 1d4 ⇒ 1
RNG: 1d6 ⇒ 4
Move: Cavern
Location Powers: If you move or are moved from this location, move to a random other location.
Explore: Demon Patrol
Prayer
Dex 10: 2d8 + 3 ⇒ (1, 6) + 3 = 10
Examine Abyssal Rift:
Peryton
Blessing of Abraxas
Agility

Discard Shortbow to attempt to close
The Cyclone
STR 7: 2d6 ⇒ (4, 3) = 7
Location Closed.

All move to Abyssal Rift.

Arushalae ends their turn.

Arushalae attempts to recover all cards in their Recovery pile.

Arushalae resets their hand.

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

"

Arueshalae wrote:

Hand: Deathbane Light Crossbow, Old Salt, Frost Longbow, Heavy Crossbow (Core), The Winged Serpent, Magic Chain Shirt (Core),

Displayed: Arueshalae's Gift,
Deck: 5 Discard: 7 Buried: 0
Hero Points: 0
Mythic Charges1
NOTES:
Available Support: Blessings are available for use.
Movement: Arueshalae's Gift = Grizzly
Other: Hi I'm Arueshale! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Quartermaster 3, Blessing of Wadjet, Longbow (Core), Blessing of Ascension, Firesticks
Recharged:
Discard Pile: Compass (Core) 2, Blessing of the Quartermaster 1, Blessing of the Quartermaster 2, Prayer (Core), Shortbow (Core), Quartermaster, Compass (Core) 1,
Buried Pile:

Skills and Powers:
Weapons
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged +2
Disable +2
Constitution d6 ☐ +1
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge +1
Diplomacy +1
Shield of Iomedae:
Add your number of mythic charges to your Dexterity, Constitution, or Intelligence check. Then you may expend 1 or more charges. If you do, you may draw a random card from your discard pile, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
If you expend 5 or more charges on a single check, each character gets a charge.

Favored Card: Blessings
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors | Weapons
POWERS:
Electricity, Fire, and Poison damage dealt to you is reduced by 3 (☐ 5).
You may evade your encounter (☐ then if it is your turn, you may move).
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 ([X] +1) to his checks that use a marked skill. At the start of your turn, you may add Arueshalae's Gift to your hand.

"


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

Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.

Knights of Kenabres:

Troop
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 Valor: Strength
Righteous Medal of Agility: Dexterity
Righteous Medal of Vigor: Constitution
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit: Wisdom
Righteous Medal of Command: Charisma

Blood Demon:

Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

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.

After you begin Adventure 3, when you would banish a bane that
has the Basic trait, remove it from the game; when you banish a
boon that has the Basic trait, you may remove it from the game.
After you begin Adventure 5, do the same for cards that have the
Elite trait.

During This Scenario:

Additional Rules: When a character encounters a bane, any character may recharge a blessing to allow that character to evade the bane.

At the end of your turn, you may examine the top or bottom card of your location deck.

To win this scenario, close all locations

Nurah Dendiwhar:

Cohort
Traits: Halfling Bard Mendevian
To Acquire: 0
Recharge this card to add 1d4+1 to any check by a character at your location, then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card. Recharge this card to explore your location. During this exploration, add 1d4+1 to your first check. Then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card.

Knights of Kenabres:

Troop
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 Valor: Strength
Righteous Medal of Agility: Dexterity
Righteous Medal of Vigor: Constitution
Righteous Medal of Clarity: Intelligence
Righteous Medal of Spirit:Wisdom
Righteous Medal of Command:Charisma

Scenario Level (#): 2

Turn: 16, MotherMyrtle/Matsu_Kurisu

Random Cards:

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

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

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

Spoiler:
Giant Maggot Swarm
WotR
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each other character at your location summons and encounters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

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

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

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

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

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

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

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

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

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

Spells
Spoiler:
Cure
WotR
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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:
Skitter
WotR
Spell B
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.

Spoiler:
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:
Brilliance
WotR
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish 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 non-Basic monster from the box. The difficulty to defeat the encountered monster is reduced by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.

If you do not have the Arcane or Divine skill, banish this card after playing it.


Armors
Spoiler:
Scale Mail
WotR
Armor B
Traits:
Heavy Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

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

Spoiler:
Magic Shield
WotR
Armor B
Traits:
Shield
Offhand
Magic
Elite
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Wooden Shield
WotR
Armor B
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Items
Spoiler:
Potion of Beast Skin
WotR
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.

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

Spoiler:
Sacred Prism
WotR
Loot B
Type: Item
Traits:
Object
Divine
Alchemical
To Acquire:
0
Recharge this card to add the Magic trait to any check by a character at your location.
Bury this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Spoiler:
Trapsmith Gloves
WotR
Item B
Traits:
Accessory
Magic
Basic
To Acquire:
Dexterity
Disable 7
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.

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

Allies
Spoiler:
Frog
WotR
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 6
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

Spoiler:
Bat
WotR
Ally B
Traits:
Animal
Elite
To Acquire:
WisdomSurvival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your first Ranged or Survival check.

Spoiler:
Blackwing Librarian
WotR
Ally B
Traits:
Human
Wizard
Basic
To Acquire:
Intelligence
Knowledge 6
OR Diplomacy 8
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.

Spoiler:
Researcher
WotR
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
Discard this card to explore your location.

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

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 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 Pulura:
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.

Hours Remaining: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alahazra/Grizzly:
Spoiler:
Hourglass Card 1 Alahazra/Grizzly
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 2 Arueshalae/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 3 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 3 MotherMyrtle/Matsu_Kurisu
Blessing of Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Hourglass Card 4 Alahazra/Grizzly:
Spoiler:
Hourglass Card 4 Alahazra/Grizzly
Blessing of Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 5 Arueshalae/tcolmaster01
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 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Alahazra/Grizzly:
Spoiler:
Hourglass Card 7 Alahazra/Grizzly
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 8 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 8 Arueshalae/tcolmaster01
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 9 MotherMyrtle/Matsu_Kurisu
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 10 Alahazra/Grizzly:
Spoiler:
Hourglass Card 10 Alahazra/Grizzly
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 11 Arueshalae/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 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 12 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Alahazra/Grizzly:
Spoiler:
Hourglass Card 13 Alahazra/Grizzly
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.

Location #1: Abyssal Rift
Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Arueshalae/tcolmaster01, MotherMyrtle/Matsu_Kurisu, Alahazra/Grizzly, Location Flipped to Temp Closed Side.

Abyssal Rift Card 1 (Peryton):
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_
Abyssal Rift Card 2 (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.
Abyssal Rift Card 3 (Agility):
Agility
WotR
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Dexterity checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Abyssal Rift Card 4:
Explosive Runes
WotR
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Abyssal Rift Card 5:
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.
Abyssal Rift Card 6:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Abyssal Rift Card 7:
Paralyze
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Mental
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Abyssal Rift Card 8:
Demon Patrol
SoRi
Henchman 2
Type: Monster
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 10
OR Knowledge 12
If undefeated, summon and encounter the henchman Cultist of Deskari, then a random other character summons and encounters the henchman Derakni.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

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

Location #3: Wounded Lands
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Molten Pool
Closed
At This Location: At the start of your turn, you are dealt 1 Fire damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Molten Pool Card 1:
Janeamine
WotR
Henchman 2
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 17
OR Wisdom 12
Janeamine is immune to the Fire, Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Atack trait.
If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Verdant Wheel

Female Human Deck Handler

Turn Order Arueshalae/tcolmaster01, Mother Myrtle/Matsu_Kurisu, Alahazra/Grizzly

Out of turn updates
Discard Incitation for Arueshalae/tcolmaster01
Recovery ac Potion of Healing for Arueshalae/tcolmaster01
ac Potion of Healing: Knowledge 7+0: 1d8 + 2 ⇒ (1) + 2 = 3 -> ac Potion of Healing discarded.

Hour = 13 MotherMyrtle/Matsu_Kurisu Blessing of Ascension

Start of Turn
At: #1: Abyssal Rift

Give: No

Move: No

At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.

Free explore = Abyssal Rift Card 1 (Peryton), Monster 1: Combat 14

Spoiler:
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.

Recovery Acid Flask 1d12+2+2+2d6, Sword of Iomedae[2] +2,
Combat 14: 1d12 + 2 + 2 + 2d6 + 2 ⇒ (4) + 2 + 2 + (4, 3) + 2 = 17 Banished

Mother Myrtle ends their turn.
Scenario: you may examine the top or bottom card of your location deck. (Abyssal Rift Card 8: Demon Patrol, Henchman 2)

Mother Myrtle attempts to recover all cards in their Recovery pile.
Acid Flask: Craft 6: 1d12 + 2 + 2 + 2 ⇒ (11) + 2 + 2 + 2 = 17 -> Acid Flask recharged.

Mother Myrtle resets their hand.
Recharge
Discard
Draw ac Wolverine, ac Blood Periapt, Acid Burst

Summary
Location = #1: Abyssal Rift (2-8)
Acquired =
Banished = 1 (Peryton)
Displayed =
Examined = (Abyssal Rift Card 8: Demon Patrol, Henchman 2)
Add =

From Box =

Give =

Used =

Other =

"

Mother Myrtle wrote:

Hand: Frost Ray, Elixir of Focus, Councilor's Ring, ac Wolverine, ac Blood Periapt, Acid Burst,

Displayed: Sword of Iomedae[2],
Deck: 5 Discard: 7 Buried: 2
Hero Points: 0
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Bound Imp, Force Missile, Slick Leather, Elixir of Healing, Acid Flask,
Discard Pile: Merchant, Acadamae Student, Tangleburn Bag, Cat, Prayer, ac Potion of Healing, Incitation,
Buried Pile: Sage's Journal, Divine Insight,

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

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical Arcane Divine Liquid
POWERS:
You may use your Wisdom skill ([X] +1d4) for your Arcane ([X] or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (□ or shuffle it into your deck); if you fail, discard it.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"

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